https://wiki.arcengames.com/api.php?action=feedcontributions&user=Logorouge&feedformat=atomArcen Wiki - User contributions [en]2024-03-28T22:30:01ZUser contributionsMediaWiki 1.34.2https://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=42928Starward Rogue:Post-1.5 Release Notes2021-04-28T00:43:49Z<p>Logorouge: /* Version 2.502 */</p>
<hr />
<div>== Version 2.502 ==<br />
(We're still working on this)<br />
<br />
* Fixes for a couple of misnamed shots with the wrong letter case, which was causing those not to be seen on Linux.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set Solar Spear to not do friendly fire<br />
** Thanks to Whistler and Fluffiest for reporting.<br />
<br />
* Set Paragon to not seed until the second floor, since the miniboss is a bit too difficult for the first floor.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Paragon main attack getting interrupted at higher difficulties.<br />
<br />
* Fixed interaction problem between Condemned rooms and Risky Assassin that could be run ending. <br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed problem with a rogue testing version of the Zombot seeding which was causing some rooms to be unintentionally locked.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a weird interaction between Risky Assassin and Conductive Hull that could end a run unexpectedly.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed an issue with Deleter and re-added to the weapon pool.<br />
<br />
* Fixed Terminus losing his shield before all his Core Razors are destroyed.<br />
<br />
* Standardized the regular main weapons to have a frequency seeding of 100, the regular secondary weapons to have a frequency seeding of 80 and the boss-themed weapons to have a frequency of 40. This should help improve the balance between main and secondary weapons, since there is a much larger quantity of secondary weapons in the game.<br />
** Thanks to Fluffiest for the feedback.<br />
<br />
* Adjusted the firerate and energy cost of the boss-themed weapons.<br />
<br />
* Removed the Bombardier walking SFX for the moment since it could be annoying.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Did an accuracy pass on the range stats for Main and Secondary weapons.<br />
** Thanks to Dark Twinge for highlighting the inaccuracies.<br />
<br />
* Increased the Disruptor range slightly.<br />
<br />
* Greatly increased the effect of the Limiter Removal powerup, but reduced its frequency.<br />
<br />
* Greatly increased the retaliation damage of the An Eye for an Eye perk.<br />
<br />
* Slightly increased the range of the Point Blank perk effect.<br />
<br />
* Greatly increased the damage dealt to all enemies by the Supernova Circuit.<br />
<br />
* Improved the rate of the Credit to Energy Converter from 10 to 25.<br />
<br />
* Changed the Overloading Circuit to consume health instead of energy.<br />
<br />
* Reduced Bloody Spear health cost.<br />
<br />
* Improved the wording of the damage bonuses to help clarify the difference between additive and multiplicative bonuses or penalties.<br />
<br />
* Clarified the descriptions of Code: DEFEND!, Carnage Circuit, Grenade Launcher, Cluster Launcher, Boarine Artifact (Au), Acutian Artifact (Au), Andorian Artifact (Au), Blade Module, Harpoon Gun, Acid Pain (Au), Acidic Maw, Living Hull, Precision Railgun and the Masochism probation.<br />
<br />
* Fix for being able to heal via caltrops while you have defense orbitals active. Simplified how the damage reduction/armor is implemented.<br />
<br />
* Shortened the standard shot clearing duration. This affects the duration of the shot clearing for using teleporters and during boss phase changes. This should mostly eliminate the possibility of wasting resources when using the teleporters. Both the player and bosses can now start firing shots slightly earlier after a phase change, but practically this doesn't make much of a difference to boss fights overall.<br />
<br />
* Fixed an issue with the X1_D18_QuadPuzzle room which was making it auto clear half of the time.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Moved the Win Switch in the X1_D18_Minefield room to prevent winning in 2 seconds if you entered by the "wrong" door.<br />
<br />
* Changed starting position in some test chambers to avoid spawning on top of the enemy.<br />
<br />
* Set test chambers for challenge rooms to use White Gloss mech by default.<br />
<br />
* Improved the performance of the Sludge Dump item.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Improved the balance of the Plague Pistol. Also made the weapons' plague cloud 50% transparent to improve visibility.<br />
** Thanks to Fluffiest and Whistler for inspiring these changes.<br />
<br />
* Fixed a longstanding bug which was causing the on hit particle location to be centred on an enemy rather than at the shot location.<br />
<br />
* Tweaked a few main gun attack values and stats.<br />
<br />
* Removed problematic effects on the Risky Assassin incredibility that could potentially break some weapons and the redundant Health Gains (since the item sets your health to 1 anyway).<br />
<br />
* Moved the Green Zoomer enemy from the Pursuer to the Attacker category for spawning.<br />
<br />
* Added more safe zones and a few more enemies to the Dwarf Gambit (Au) Challenge room.<br />
<br />
* Added Buddies to the King (Au) minibosses.<br />
<br />
* Added environmental hazards to the Harrier (Au) and Green Hunter miniboss rooms.<br />
<br />
* Added ID initials to the Shopkeepers names for easier identification in the Statistics menu.<br />
** Thanks to Dragonatior for suggesting.<br />
<br />
* Cleaned up the enemy + perk sections and added tags for items in the Statistics menu.<br />
<br />
* Added post-win telepad shortcuts to many rooms.<br />
<br />
* Tweaked several more rooms.<br />
<br />
* Added more visibility and sharpness to Caltrops tiles.<br />
<br />
* Increased the intensity of Energy Drain (Au) tiles.<br />
<br />
* Changed the Energy Regen (Au) and Damage Bonus (Au) tiles to stay active even after a room is cleared.<br />
<br />
* Buffed the duration of the Blood Artifact health leeching effect to 3 seconds. (Note, not the duration of the artifact itself)<br />
<br />
* Fixed an interaction bug with the Hardening Module and Penumbra's trap immunity.<br />
<br />
* Buffed Bloodlust and Necromech life leech significantly. Also clarified the Bloodlust description.<br />
<br />
* Removed the Immolated Minibot flame trail particle to improve performance and visibility. Also slightly buffed the trail fire rate and duration.<br />
** Thanks to Batman for reporting.<br />
<br />
* Fixed stacking issues with Mystery Missile Crate and Used Battery.<br />
<br />
* Re-adjusted the acceleration effect of the Temporal Turbo to be in the player's favor and made it more powerful, but harder to control. 70% acceleration for player, 20% for enemies.<br />
** Thanks to Fluffiest for inspiring this change.<br />
<br />
* Changed Fragile Generator to seed only once per run.<br />
<br />
* Reduced frequency and seeding of Back To Basics.<br />
<br />
* Set Shield Tech and Medical Emergency to not seed on the last floor of a run.<br />
<br />
* Adjusted the seeding rules for Economic Tinkering (Missile), Wormhole Journey and 4th Dimension consumables to prevent them from dropping during the tutorial.<br />
** Thanks to Arcade Buster for reporting.<br />
<br />
* Added 5% chance to get a missile on kill to the Green Envy mech.<br />
<br />
* Tweaked the perk selection of the Penumbra mech.<br />
<br />
* Clarified the Alpha mech description.<br />
** Thanks to MaxBedlam for inspiring this change.<br />
<br />
* Increased the speed of low level Faceripper enemies.<br />
<br />
* Removed some of the attack restrictions from the Tri miniboss on Normal mode and Golden Warden on Hard mode. Have fun with that!<br />
<br />
* Added 3 new lategame main weapons: The Dragon Cannon ATR, Salvo Minigun and Horizon Sniper Rifle.<br />
<br />
* Added a new module: The Assassin Module.<br />
<br />
* Added 3 new powerups: Toxic Ammo, Contaminated Ammo and Tampered Regulator.<br />
<br />
* Added 6 new consumable drones for the base game.<br />
** Missile, Casket, LaserTwin, Overload, Riot and Biotech Drone.<br />
<br />
* Added 50 new rooms for AuGMENTED.<br />
** The Grid, Locked From Inside, Aqueduct, Middle Tower, Feel The Burn, Power Relay, Don't Shoot, Tread Lightly, Sound Wave, Duel and more.<br />
<br />
* Added 14 new communications from Rodney to the mech selection screen, based on victories.<br />
<br />
* Fixed a comm entry where Rodney was still referring to the old 10 Wardens requirement for unlocks, which was changed later to 3.<br />
<br />
* Added the Galactic Arena test chamber where you have to survive against infinitely spawning enemies with random items and weapons spawning around the arena. (Par time: 5mins)<br />
<br />
== Version 2.501 Hotfix ==<br />
(Released October 15th, 2018) <br />
<br />
* Reverted to Unity version 2017.1p4 since the newer version seemed to be causing issues for some players.<br />
** Thanks to D€mïgød§, efseykho and ThePCGamer for reporting.<br />
<br />
== Version 2.500 (Unlock Overhaul) ==<br />
(Released October 15th, 2018)<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Optimized the particle dictionaries to reduce RAM usage. This freed up space is mostly taken up by particles for the new Unlock Overhaul items, although RAM usage is still down overall even when including the new stuff.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
* Fixed a possible seeding issue with the Nanite Squids.<br />
<br />
* Changed the description of the Incinerator and Beaming Probe consumables to mention the limited durability of the probes.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Tweaked SphereMonger and ChezEyelet rooms to prevent them from becoming death traps with certain enemy combinations.<br />
<br />
* Toned down Slalom room.<br />
<br />
* Increased Centrifuge and Opticon (Au) HP slightly.<br />
<br />
* Increased the conversion rate of the Credit to Energy Converter from x5 to x10.<br />
<br />
* Increased the energy cost of the Energy to Missile Converter from 5 to 10.<br />
<br />
* Updated the Misery mode description.<br />
<br />
* Fixed a problem with missile launcher muzzle flash animations showing twice.<br />
<br />
* Tweaked the tutorial to reduce likeliness of cutting off some of the voice lines and make it possible to level up once.<br />
<br />
* Reduced Decimating Power white flash duration to improve visibility.<br />
<br />
* Halved the knockback resistance of the mobile Core Blades.<br />
<br />
* Buffed the damage of the 2-Way Missile Module (Au).<br />
<br />
* Increased the reward for completing the Puzzlemaster probation.<br />
<br />
* Fixed some typos.<br />
<br />
* Upgraded the engine from Unity 2017.1p4 to 2017.3.<br />
<br />
=== Unlock Overhaul ===<br />
<br />
** Added 87 new items to the game: 62 new unlockable items for the base game, a further 16 unlockable items for the AuGMENTED expansion, and 9 new items going straight into the base game.<br />
** Added tiered enemy seeding for the base game and the AuGMENTED expansion, based on victories.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=42693Starward Rogue:Post-1.5 Release Notes2021-04-11T23:11:25Z<p>Logorouge: /* Version 2.502 */</p>
<hr />
<div>== Version 2.502 ==<br />
(We're still working on this)<br />
<br />
* Fixes for a couple of misnamed shots with the wrong letter case, which was causing those not to be seen on Linux.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set Solar Spear to not do friendly fire<br />
** Thanks to Whistler and Fluffiest for reporting.<br />
<br />
* Set Paragon to not seed until the second floor, since the miniboss is a bit too difficult for the first floor.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Paragon main attack getting interrupted at higher difficulties.<br />
<br />
* Fixed interaction problem between Condemned rooms and Risky Assassin that could be run ending. <br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed problem with a rogue testing version of the Zombot seeding which was causing some rooms to be unintentionally locked.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a weird interaction between Risky Assassin and Conductive Hull that could end a run unexpectedly.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed an issue with Deleter and re-added to the weapon pool.<br />
<br />
* Fixed Terminus losing his shield before all his Core Razors are destroyed.<br />
<br />
* Standardized the regular main weapons to have a frequency seeding of 100, the regular secondary weapons to have a frequency seeding of 80 and the boss-themed weapons to have a frequency of 40. This should help improve the balance between main and secondary weapons, since there is a much larger quantity of secondary weapons in the game.<br />
** Thanks to Fluffiest for the feedback.<br />
<br />
* Adjusted the firerate and energy cost of the boss-themed weapons.<br />
<br />
* Removed the Bombardier walking SFX for the moment since it could be annoying.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Did an accuracy pass on the range stats for Main and Secondary weapons.<br />
** Thanks to Dark Twinge for highlighting the inaccuracies.<br />
<br />
* Increased the Disruptor range slightly.<br />
<br />
* Greatly increased the effect of the Limiter Removal powerup, but reduced its frequency.<br />
<br />
* Greatly increased the retaliation damage of the An Eye for an Eye perk.<br />
<br />
* Slightly increased the range of the Point Blank perk effect.<br />
<br />
* Greatly increased the damage dealt to all enemies by the Supernova Circuit.<br />
<br />
* Improved the rate of the Credit to Energy Converter from 10 to 25.<br />
<br />
* Changed the Overloading Circuit to consume health instead of energy.<br />
<br />
* Reduced Bloody Spear health cost.<br />
<br />
* Improved the wording of the damage bonuses to help clarify the difference between additive and multiplicative bonuses or penalties.<br />
<br />
* Clarified the descriptions of Code: DEFEND!, Carnage Circuit, Grenade Launcher, Cluster Launcher, Boarine Artifact (Au), Acutian Artifact (Au), Andorian Artifact (Au), Blade Module, Harpoon Gun, Acid Pain (Au), Acidic Maw, Living Hull, Precision Railgun and the Masochism probation.<br />
<br />
* Fix for being able to heal via caltrops while you have defense orbitals active. Simplified how the damage reduction/armor is implemented.<br />
<br />
* Shortened the standard shot clearing duration. This affects the duration of the shot clearing for using teleporters and during boss phase changes. This should mostly eliminate the possibility of wasting resources when using the teleporters. Both the player and bosses can now start firing shots slightly earlier after a phase change, but practically this doesn't make much of a difference to boss fights overall.<br />
<br />
* Fixed an issue with the X1_D18_QuadPuzzle room which was making it auto clear half of the time.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Moved the Win Switch in the X1_D18_Minefield room to prevent winning in 2 seconds if you entered by the "wrong" door.<br />
<br />
* Changed starting position in some test chambers to avoid spawning on top of the enemy.<br />
<br />
* Set test chambers for challenge rooms to use White Gloss mech by default.<br />
<br />
* Improved the performance of the Sludge Dump item.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Improved the balance of the Plague Pistol. Also made the weapons' plague cloud 50% transparent to improve visibility.<br />
** Thanks to Fluffiest and Whistler for inspiring these changes.<br />
<br />
* Fixed a longstanding bug which was causing the on hit particle location to be centred on an enemy rather than at the shot location.<br />
<br />
* Tweaked a few main gun attack values and stats.<br />
<br />
* Removed problematic effects on the Risky Assassin incredibility that could potentially break some weapons and the redundant Health Gains (since the item sets your health to 1 anyway).<br />
<br />
* Moved the Green Zoomer enemy from the Pursuer to the Attacker category for spawning.<br />
<br />
* Added more safe zones and a few more enemies to the Dwarf Gambit (Au) Challenge room.<br />
<br />
* Added Buddies to the King (Au) minibosses.<br />
<br />
* Added environmental hazards to the Harrier (Au) and Green Hunter miniboss rooms.<br />
<br />
* Added ID initials to the Shopkeepers names for easier identification in the Statistics menu.<br />
** Thanks to Dragonatior for suggesting.<br />
<br />
* Cleaned up the enemy + perk sections and added tags for items in the Statistics menu.<br />
<br />
* Added post-win telepad shortcuts to many rooms.<br />
<br />
* Tweaked several more rooms.<br />
<br />
* Added more visibility and sharpness to Caltrops tiles.<br />
<br />
* Increased the intensity of Energy Drain (Au) tiles.<br />
<br />
* Changed the Energy Regen (Au) and Damage Bonus (Au) tiles to stay active even after a room is cleared.<br />
<br />
* Buffed the duration of the Blood Artifact health leeching effect to 3 seconds. (Note, not the duration of the artifact itself)<br />
<br />
* Fixed an interaction bug with the Hardening Module and Penumbra's trap immunity.<br />
<br />
* Buffed Bloodlust and Necromech life leech significantly. Also clarified the Bloodlust description.<br />
<br />
* Removed the Immolated Minibot flame trail particle to improve performance and visibility. Also slightly buffed the trail fire rate and duration.<br />
** Thanks to Batman for reporting.<br />
<br />
* Fixed stacking issues with Mystery Missile Crate and Used Battery.<br />
<br />
* Re-adjusted the acceleration effect of the Temporal Turbo to be in the player's favor and made it more powerful, but harder to control. 70% acceleration for player, 20% for enemies.<br />
** Thanks to Fluffiest for inspiring this change.<br />
<br />
* Changed Fragile Generator to seed only once per run.<br />
<br />
* Reduced frequency and seeding of Back To Basics.<br />
<br />
* Set Shield Tech and Medical Emergency to not seed on the last floor of a run.<br />
<br />
* Adjusted the seeding rules for Economic Tinkering (Missile), Wormhole Journey and 4th Dimension consumables to prevent them from dropping during the tutorial.<br />
** Thanks to Arcade Buster for reporting.<br />
<br />
* Added 5% chance to get a missile on kill to the Green Envy mech.<br />
<br />
* Tweaked the perk selection of the Penumbra mech.<br />
<br />
* Clarified the Alpha mech description.<br />
** Thanks to MaxBedlam for inspiring this change.<br />
<br />
* Increased the speed of low level Faceripper enemies.<br />
<br />
* Removed some of the attack restrictions from the Tri miniboss on Normal mode and Golden Warden on Hard mode. Have fun with that!<br />
<br />
* Added 3 new lategame main weapons: The Dragon Cannon ATR, Salvo Minigun and Horizon Sniper Rifle.<br />
<br />
* Added a new module: The Assassin Module.<br />
<br />
* Added 3 new powerups: Toxic Ammo, Contaminated Ammo and Tampered Regulator.<br />
<br />
* Added 6 new consumable drones for the base game.<br />
** Missile, Casket, LaserTwin, Overload, Riot and Biotech Drone.<br />
<br />
* Added 43 new rooms for AuGMENTED.<br />
** The Grid, Locked From Inside, Aqueduct, Middle Tower, Feel The Burn, Power Relay, Don't Shoot, Tread Lightly, Sound Wave, Duel and more.<br />
<br />
* Added 14 new communications from Rodney to the mech selection screen, based on victories.<br />
<br />
* Fixed a comm entry where Rodney was still referring to the old 10 Wardens requirement for unlocks, which was changed later to 3.<br />
<br />
* Added the Galactic Arena test chamber where you have to survive against infinitely spawning enemies with random items and weapons spawning around the arena. (Par time: 5mins)<br />
<br />
== Version 2.501 Hotfix ==<br />
(Released October 15th, 2018) <br />
<br />
* Reverted to Unity version 2017.1p4 since the newer version seemed to be causing issues for some players.<br />
** Thanks to D€mïgød§, efseykho and ThePCGamer for reporting.<br />
<br />
== Version 2.500 (Unlock Overhaul) ==<br />
(Released October 15th, 2018)<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Optimized the particle dictionaries to reduce RAM usage. This freed up space is mostly taken up by particles for the new Unlock Overhaul items, although RAM usage is still down overall even when including the new stuff.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
* Fixed a possible seeding issue with the Nanite Squids.<br />
<br />
* Changed the description of the Incinerator and Beaming Probe consumables to mention the limited durability of the probes.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Tweaked SphereMonger and ChezEyelet rooms to prevent them from becoming death traps with certain enemy combinations.<br />
<br />
* Toned down Slalom room.<br />
<br />
* Increased Centrifuge and Opticon (Au) HP slightly.<br />
<br />
* Increased the conversion rate of the Credit to Energy Converter from x5 to x10.<br />
<br />
* Increased the energy cost of the Energy to Missile Converter from 5 to 10.<br />
<br />
* Updated the Misery mode description.<br />
<br />
* Fixed a problem with missile launcher muzzle flash animations showing twice.<br />
<br />
* Tweaked the tutorial to reduce likeliness of cutting off some of the voice lines and make it possible to level up once.<br />
<br />
* Reduced Decimating Power white flash duration to improve visibility.<br />
<br />
* Halved the knockback resistance of the mobile Core Blades.<br />
<br />
* Buffed the damage of the 2-Way Missile Module (Au).<br />
<br />
* Increased the reward for completing the Puzzlemaster probation.<br />
<br />
* Fixed some typos.<br />
<br />
* Upgraded the engine from Unity 2017.1p4 to 2017.3.<br />
<br />
=== Unlock Overhaul ===<br />
<br />
** Added 87 new items to the game: 62 new unlockable items for the base game, a further 16 unlockable items for the AuGMENTED expansion, and 9 new items going straight into the base game.<br />
** Added tiered enemy seeding for the base game and the AuGMENTED expansion, based on victories.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=42626Starward Rogue:Post-1.5 Release Notes2021-04-04T16:56:05Z<p>Logorouge: /* Version 2.502 */</p>
<hr />
<div>== Version 2.502 ==<br />
(We're still working on this)<br />
<br />
* Fixes for a couple of misnamed shots with the wrong letter case, which was causing those not to be seen on Linux.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set Solar Spear to not do friendly fire<br />
** Thanks to Whistler and Fluffiest for reporting.<br />
<br />
* Set Paragon to not seed until the second floor, since the miniboss is a bit too difficult for the first floor.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Paragon main attack getting interrupted at higher difficulties.<br />
<br />
* Fixed interaction problem between Condemned rooms and Risky Assassin that could be run ending. <br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed problem with a rogue testing version of the Zombot seeding which was causing some rooms to be unintentionally locked.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a weird interaction between Risky Assassin and Conductive Hull that could end a run unexpectedly.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed an issue with Deleter and re-added to the weapon pool.<br />
<br />
* Fixed Terminus losing his shield before all his Core Razors are destroyed.<br />
<br />
* Standardized the regular main weapons to have a frequency seeding of 100, the regular secondary weapons to have a frequency seeding of 80 and the boss-themed weapons to have a frequency of 40. This should help improve the balance between main and secondary weapons, since there is a much larger quantity of secondary weapons in the game.<br />
** Thanks to Fluffiest for the feedback.<br />
<br />
* Adjusted the firerate and energy cost of the boss-themed weapons.<br />
<br />
* Removed the Bombardier walking SFX for the moment since it could be annoying.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Did an accuracy pass on the range stats for Main and Secondary weapons.<br />
** Thanks to Dark Twinge for highlighting the inaccuracies.<br />
<br />
* Increased the Disruptor range slightly.<br />
<br />
* Greatly increased the retaliation damage of the An Eye for an Eye perk.<br />
<br />
* Slightly increased the range of the Point Blank perk effect.<br />
<br />
* Greatly increased the damage dealt to all enemies by the Supernova Circuit.<br />
<br />
* Improved the rate of the Credit to Energy Converter from 10 to 25.<br />
<br />
* Changed the Overloading Circuit to consume health instead of energy.<br />
<br />
* Reduced Bloody Spear health cost.<br />
<br />
* Improved the wording of the damage bonuses to help clarify the difference between additive and multiplicative bonuses or penalties.<br />
<br />
* Clarified the descriptions of Code: DEFEND!, Carnage Circuit, Grenade Launcher, Cluster Launcher, Boarine Artifact (Au), Acutian Artifact (Au), Andorian Artifact (Au), Blade Module, Harpoon Gun, Acid Pain (Au), Acidic Maw, Living Hull and the Masochism probation.<br />
<br />
* Fix for being able to heal via caltrops while you have defense orbitals active. Simplified how the damage reduction/armor is implemented.<br />
<br />
* Shortened the standard shot clearing duration. This affects the duration of the shot clearing for using teleporters and during boss phase changes. This should mostly eliminate the possibility of wasting resources when using the teleporters. Both the player and bosses can now start firing shots slightly earlier after a phase change, but practically this doesn't make much of a difference to boss fights overall.<br />
<br />
* Fixed an issue with the X1_D18_QuadPuzzle room which was making it auto clear half of the time.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Moved the Win Switch in the X1_D18_Minefield room to prevent winning in 2 seconds if you entered by the "wrong" door.<br />
<br />
* Changed starting position in some test chambers to avoid spawning on top of the enemy.<br />
<br />
* Set test chambers for challenge rooms to use White Gloss mech by default.<br />
<br />
* Improved the performance of the Sludge Dump item.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Improved the balance of the Plague Pistol. Also made the weapons' plague cloud 50% transparent to improve visibility.<br />
** Thanks to Fluffiest and Whistler for inspiring these changes.<br />
<br />
* Fixed a longstanding bug which was causing the on hit particle location to be centred on an enemy rather than at the shot location.<br />
<br />
* Tweaked a few main gun attack values and stats.<br />
<br />
* Removed problematic effects on the Risky Assassin incredibility that could potentially break some weapons and the redundant Health Gains (since the item sets your health to 1 anyway).<br />
<br />
* Moved the Green Zoomer enemy from the Pursuer to the Attacker category for spawning.<br />
<br />
* Added more safe zones and a few more enemies to the Dwarf Gambit (Au) Challenge room.<br />
<br />
* Added Buddies to the King (Au) minibosses.<br />
<br />
* Added environmental hazards to the Harrier (Au) and Green Hunter miniboss rooms.<br />
<br />
* Added ID initials to the Shopkeepers names for easier identification in the Statistics menu.<br />
** Thanks to Dragonatior for suggesting.<br />
<br />
* Cleaned up the enemy + perk sections and added tags for items in the Statistics menu.<br />
<br />
* Added post-win telepad shortcuts to many rooms.<br />
<br />
* Tweaked several more rooms.<br />
<br />
* Added more visibility and sharpness to Caltrops tiles.<br />
<br />
* Increased the intensity of Energy Drain (Au) tiles.<br />
<br />
* Changed the Energy Regen (Au) and Damage Bonus (Au) tiles to stay active even after a room is cleared.<br />
<br />
* Buffed the duration of the Blood Artifact health leeching effect to 3 seconds. (Note, not the duration of the artifact itself)<br />
<br />
* Fixed an interaction bug with the Hardening Module and Penumbra's trap immunity.<br />
<br />
* Buffed Bloodlust and Necromech life leech significantly. Also clarified the Bloodlust description.<br />
<br />
* Removed the Immolated Minibot flame trail particle to improve performance and visibility. Also slightly buffed the trail fire rate and duration.<br />
** Thanks to Batman for reporting.<br />
<br />
* Fixed stacking issues with Mystery Missile Crate and Used Battery.<br />
<br />
* Re-adjusted the acceleration effect of the Temporal Turbo to be in the player's favor and made it more powerful, but harder to control. 70% acceleration for player, 20% for enemies.<br />
** Thanks to Fluffiest for inspiring this change.<br />
<br />
* Changed Fragile Generator to seed only once per run.<br />
<br />
* Reduced frequency and seeding of Back To Basics.<br />
<br />
* Set Shield Tech and Medical Emergency to not seed on the last floor of a run.<br />
<br />
* Adjusted the seeding rules for Economic Tinkering (Missile), Wormhole Journey and 4th Dimension consumables to prevent them from dropping during the tutorial.<br />
** Thanks to Arcade Buster for reporting.<br />
<br />
* Added 5% chance to get a missile on kill to the Green Envy mech.<br />
<br />
* Tweaked the perk selection of the Penumbra mech.<br />
<br />
* Clarified the Alpha mech description.<br />
** Thanks to MaxBedlam for inspiring this change.<br />
<br />
* Increased the speed of low level Faceripper enemies.<br />
<br />
* Removed some of the attack restrictions from the Tri miniboss on Normal mode and Golden Warden on Hard mode. Have fun with that!<br />
<br />
* Added 3 new lategame main weapons: The Dragon Cannon ATR, Salvo Minigun and Horizon Sniper Rifle.<br />
<br />
* Added a new module: The Assassin Module.<br />
<br />
* Added 3 new powerups: Toxic Ammo, Contaminated Ammo and Tampered Generator.<br />
<br />
* Added 6 new consumable drones for the base game.<br />
** Missile, Casket, LaserTwin, Overload, Riot and Biotech Drone.<br />
<br />
* Added 43 new rooms for AuGMENTED.<br />
** The Grid, Locked From Inside, Aqueduct, Middle Tower, Feel The Burn, Power Relay, Don't Shoot, Tread Lightly, Sound Wave, Duel and more.<br />
<br />
* Added 14 new communications from Rodney to the mech selection screen, based on victories.<br />
<br />
* Fixed a comm entry where Rodney was still referring to the old 10 Wardens requirement for unlocks, which was changed later to 3.<br />
<br />
* Added the Galactic Arena test chamber where you have to survive against infinitely spawning enemies with random items and weapons spawning around the arena. (Par time: 5mins)<br />
<br />
== Version 2.501 Hotfix ==<br />
(Released October 15th, 2018) <br />
<br />
* Reverted to Unity version 2017.1p4 since the newer version seemed to be causing issues for some players.<br />
** Thanks to D€mïgød§, efseykho and ThePCGamer for reporting.<br />
<br />
== Version 2.500 (Unlock Overhaul) ==<br />
(Released October 15th, 2018)<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Optimized the particle dictionaries to reduce RAM usage. This freed up space is mostly taken up by particles for the new Unlock Overhaul items, although RAM usage is still down overall even when including the new stuff.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
* Fixed a possible seeding issue with the Nanite Squids.<br />
<br />
* Changed the description of the Incinerator and Beaming Probe consumables to mention the limited durability of the probes.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Tweaked SphereMonger and ChezEyelet rooms to prevent them from becoming death traps with certain enemy combinations.<br />
<br />
* Toned down Slalom room.<br />
<br />
* Increased Centrifuge and Opticon (Au) HP slightly.<br />
<br />
* Increased the conversion rate of the Credit to Energy Converter from x5 to x10.<br />
<br />
* Increased the energy cost of the Energy to Missile Converter from 5 to 10.<br />
<br />
* Updated the Misery mode description.<br />
<br />
* Fixed a problem with missile launcher muzzle flash animations showing twice.<br />
<br />
* Tweaked the tutorial to reduce likeliness of cutting off some of the voice lines and make it possible to level up once.<br />
<br />
* Reduced Decimating Power white flash duration to improve visibility.<br />
<br />
* Halved the knockback resistance of the mobile Core Blades.<br />
<br />
* Buffed the damage of the 2-Way Missile Module (Au).<br />
<br />
* Increased the reward for completing the Puzzlemaster probation.<br />
<br />
* Fixed some typos.<br />
<br />
* Upgraded the engine from Unity 2017.1p4 to 2017.3.<br />
<br />
=== Unlock Overhaul ===<br />
<br />
** Added 87 new items to the game: 62 new unlockable items for the base game, a further 16 unlockable items for the AuGMENTED expansion, and 9 new items going straight into the base game.<br />
** Added tiered enemy seeding for the base game and the AuGMENTED expansion, based on victories.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=42622Starward Rogue:Post-1.5 Release Notes2021-04-03T02:11:18Z<p>Logorouge: /* Version 2.502 */</p>
<hr />
<div>== Version 2.502 ==<br />
(We're still working on this)<br />
<br />
* Fixes for a couple of misnamed shots with the wrong letter case, which was causing those not to be seen on Linux.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set Solar Spear to not do friendly fire<br />
** Thanks to Whistler and Fluffiest for reporting.<br />
<br />
* Set Paragon to not seed until the second floor, since the miniboss is a bit too difficult for the first floor.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Paragon main attack getting interrupted at higher difficulties.<br />
<br />
* Fixed interaction problem between Condemned rooms and Risky Assassin that could be run ending. <br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed problem with a rogue testing version of the Zombot seeding which was causing some rooms to be unintentionally locked.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a weird interaction between Risky Assassin and Conductive Hull that could end a run unexpectedly.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed an issue with Deleter and re-added to the weapon pool.<br />
<br />
* Fixed Terminus losing his shield before all his Core Razors are destroyed.<br />
<br />
* Standardized the regular main weapons to have a frequency seeding of 100, the regular secondary weapons to have a frequency seeding of 80 and the boss-themed weapons to have a frequency of 40. This should help improve the balance between main and secondary weapons, since there is a much larger quantity of secondary weapons in the game.<br />
** Thanks to Fluffiest for the feedback.<br />
<br />
* Adjusted the firerate and energy cost of the boss-themed weapons.<br />
<br />
* Removed the Bombardier walking SFX for the moment since it could be annoying.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Did an accuracy pass on the range stats for Main and Secondary weapons.<br />
** Thanks to Dark Twinge for highlighting the inaccuracies.<br />
<br />
* Increased the Disruptor range slightly.<br />
<br />
* Slightly increased the range of the Point Blank perk effect.<br />
<br />
* Greatly increased the damage dealt to all enemies by the Supernova Circuit.<br />
<br />
* Improved the rate of the Credit to Energy Converter from 10 to 25.<br />
<br />
* Changed the Overloading Circuit to consume health instead of energy.<br />
<br />
* Reduced Bloody Spear health cost.<br />
<br />
* Improved the wording of the damage bonuses to help clarify the difference between additive and multiplicative bonuses or penalties.<br />
<br />
* Clarified the descriptions of Code: DEFEND!, Carnage Circuit, Grenade Launcher, Cluster Launcher, Boarine Artifact (Au), Acutian Artifact (Au), Andorian Artifact (Au), Blade Module, Harpoon Gun, Acid Pain (Au) and the Masochism probation.<br />
<br />
* Fix for being able to heal via caltrops while you have defense orbitals active. Simplified how the damage reduction/armor is implemented.<br />
<br />
* Shortened the standard shot clearing duration. This affects the duration of the shot clearing for using teleporters and during boss phase changes. This should mostly eliminate the possibility of wasting resources when using the teleporters. Both the player and bosses can now start firing shots slightly earlier after a phase change, but practically this doesn't make much of a difference to boss fights overall.<br />
<br />
* Fixed an issue with the X1_D18_QuadPuzzle room which was making it auto clear half of the time.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Moved the Win Switch in the X1_D18_Minefield room to prevent winning in 2 seconds if you entered by the "wrong" door.<br />
<br />
* Changed starting position in some test chambers to avoid spawning on top of the enemy.<br />
<br />
* Set test chambers for challenge rooms to use White Gloss mech by default.<br />
<br />
* Improved the performance of the Sludge Dump item.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Improved the balance of the Plague Pistol. Also made the weapons' plague cloud 50% transparent to improve visibility.<br />
** Thanks to Fluffiest and Whistler for inspiring these changes.<br />
<br />
* Fixed a longstanding bug which was causing the on hit particle location to be centred on an enemy rather than at the shot location.<br />
<br />
* Tweaked a few main gun attack values and stats.<br />
<br />
* Removed problematic effects on the Risky Assassin incredibility that could potentially break some weapons and the redundant Health Gains (since the item sets your health to 1 anyway).<br />
<br />
* Moved the Green Zoomer enemy from the Pursuer to the Attacker category for spawning.<br />
<br />
* Added more safe zones and a few more enemies to the Dwarf Gambit (Au) Challenge room.<br />
<br />
* Added Buddies to the King (Au) minibosses.<br />
<br />
* Added environmental hazards to the Harrier (Au) and Green Hunter miniboss rooms.<br />
<br />
* Added ID initials to the Shopkeepers names for easier identification in the Statistics menu.<br />
** Thanks to Dragonatior for suggesting.<br />
<br />
* Cleaned up the enemy + perk sections and added tags for items in the Statistics menu.<br />
<br />
* Added post-win telepad shortcuts to many rooms.<br />
<br />
* Tweaked several more rooms.<br />
<br />
* Added more visibility and sharpness to Caltrops tiles.<br />
<br />
* Increased the intensity of Energy Drain (Au) tiles.<br />
<br />
* Changed the Energy Regen (Au) and Damage Bonus (Au) tiles to stay active even after a room is cleared.<br />
<br />
* Buffed the duration of the Blood Artifact health leeching effect to 3 seconds. (Note, not the duration of the artifact itself)<br />
<br />
* Fixed an interaction bug with the Hardening Module and Penumbra's trap immunity.<br />
<br />
* Buffed Bloodlust and Necromech life leech significantly. Also clarified the Bloodlust description.<br />
<br />
* Removed the Immolated Minibot flame trail particle to improve performance and visibility. Also slightly buffed the trail fire rate and duration.<br />
** Thanks to Batman for reporting.<br />
<br />
* Fixed stacking issues with Mystery Missile Crate and Used Battery.<br />
<br />
* Re-adjusted the acceleration effect of the Temporal Turbo to be in the player's favor and made it more powerful, but harder to control. 70% acceleration for player, 20% for enemies.<br />
** Thanks to Fluffiest for inspiring this change.<br />
<br />
* Changed Fragile Generator to seed only once per run.<br />
<br />
* Reduced frequency and seeding of Back To Basics.<br />
<br />
* Set Shield Tech and Medical Emergency to not seed on the last floor of a run.<br />
<br />
* Adjusted the seeding rules for Economic Tinkering (Missile), Wormhole Journey and 4th Dimension consumables to prevent them from dropping during the tutorial.<br />
** Thanks to Arcade Buster for reporting.<br />
<br />
* Added 5% chance to get a missile on kill to the Green Envy mech.<br />
<br />
* Tweaked the perk selection of the Penumbra mech.<br />
<br />
* Clarified the Alpha mech description.<br />
** Thanks to MaxBedlam for inspiring this change.<br />
<br />
* Increased the speed of low level Faceripper enemies.<br />
<br />
* Removed some of the attack restrictions from the Tri miniboss on Normal mode and Golden Warden on Hard mode. Have fun with that!<br />
<br />
* Added 3 new lategame main weapons: The Dragon Cannon ATR, Salvo Minigun and Horizon Sniper Rifle.<br />
<br />
* Added a new module: The Assassin Module.<br />
<br />
* Added 2 new powerups: Toxic Ammo and Contaminated Ammo.<br />
<br />
* Added 6 new consumable drones for the base game.<br />
** Missile, Casket, LaserTwin, Overload, Riot and Biotech Drone.<br />
<br />
* Added 43 new rooms for AuGMENTED.<br />
** The Grid, Locked From Inside, Aqueduct, Middle Tower, Feel The Burn, Power Relay, Don't Shoot, Tread Lightly, Sound Wave, Duel and more.<br />
<br />
* Added 14 new communications from Rodney to the mech selection screen, based on victories.<br />
<br />
* Fixed a comm entry where Rodney was still referring to the old 10 Wardens requirement for unlocks, which was changed later to 3.<br />
<br />
* Added the Galactic Arena test chamber where you have to survive against infinitely spawning enemies with random items and weapons spawning around the arena. (Par time: 5mins)<br />
<br />
== Version 2.501 Hotfix ==<br />
(Released October 15th, 2018) <br />
<br />
* Reverted to Unity version 2017.1p4 since the newer version seemed to be causing issues for some players.<br />
** Thanks to D€mïgød§, efseykho and ThePCGamer for reporting.<br />
<br />
== Version 2.500 (Unlock Overhaul) ==<br />
(Released October 15th, 2018)<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Optimized the particle dictionaries to reduce RAM usage. This freed up space is mostly taken up by particles for the new Unlock Overhaul items, although RAM usage is still down overall even when including the new stuff.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
* Fixed a possible seeding issue with the Nanite Squids.<br />
<br />
* Changed the description of the Incinerator and Beaming Probe consumables to mention the limited durability of the probes.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Tweaked SphereMonger and ChezEyelet rooms to prevent them from becoming death traps with certain enemy combinations.<br />
<br />
* Toned down Slalom room.<br />
<br />
* Increased Centrifuge and Opticon (Au) HP slightly.<br />
<br />
* Increased the conversion rate of the Credit to Energy Converter from x5 to x10.<br />
<br />
* Increased the energy cost of the Energy to Missile Converter from 5 to 10.<br />
<br />
* Updated the Misery mode description.<br />
<br />
* Fixed a problem with missile launcher muzzle flash animations showing twice.<br />
<br />
* Tweaked the tutorial to reduce likeliness of cutting off some of the voice lines and make it possible to level up once.<br />
<br />
* Reduced Decimating Power white flash duration to improve visibility.<br />
<br />
* Halved the knockback resistance of the mobile Core Blades.<br />
<br />
* Buffed the damage of the 2-Way Missile Module (Au).<br />
<br />
* Increased the reward for completing the Puzzlemaster probation.<br />
<br />
* Fixed some typos.<br />
<br />
* Upgraded the engine from Unity 2017.1p4 to 2017.3.<br />
<br />
=== Unlock Overhaul ===<br />
<br />
** Added 87 new items to the game: 62 new unlockable items for the base game, a further 16 unlockable items for the AuGMENTED expansion, and 9 new items going straight into the base game.<br />
** Added tiered enemy seeding for the base game and the AuGMENTED expansion, based on victories.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=42486Starward Rogue:Post-1.5 Release Notes2021-03-21T22:02:57Z<p>Logorouge: /* Version 2.502 */</p>
<hr />
<div>== Version 2.502 ==<br />
(We're still working on this)<br />
<br />
* Fixes for a couple of misnamed shots with the wrong letter case, which was causing those not to be seen on Linux.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set Solar Spear to not do friendly fire<br />
** Thanks to Whistler and Fluffiest for reporting.<br />
<br />
* Set Paragon to not seed until the second floor, since the miniboss is a bit too difficult for the first floor.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Paragon main attack getting interrupted at higher difficulties.<br />
<br />
* Fixed interaction problem between Condemned rooms and Risky Assassin that could be run ending. <br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed problem with a rogue testing version of the Zombot seeding which was causing some rooms to be unintentionally locked.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a weird interaction between Risky Assassin and Conductive Hull that could end a run unexpectedly.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed an issue with Deleter and re-added to the weapon pool.<br />
<br />
* Fixed Terminus losing his shield before all his Core Razors are destroyed.<br />
<br />
* Standardized the regular main weapons to have a frequency seeding of 100, the regular secondary weapons to have a frequency seeding of 80 and the boss-themed weapons to have a frequency of 40. This should help improve the balance between main and secondary weapons, since there is a much larger quantity of secondary weapons in the game.<br />
** Thanks to Fluffiest for the feedback.<br />
<br />
* Adjusted the firerate and energy cost of the boss-themed weapons.<br />
<br />
* Removed the Bombardier walking SFX for the moment since it could be annoying.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Did an accuracy pass on the range stats for Main and Secondary weapons.<br />
** Thanks to Dark Twinge for highlighting the inaccuracies.<br />
<br />
* Increased the Disruptor range slightly.<br />
<br />
* Slightly increased the range of the Point Blank perk effect.<br />
<br />
* Greatly increased the damage dealt to all enemies by the Supernova Circuit.<br />
<br />
* Improved the rate of the Credit to Energy Converter from 10 to 25.<br />
<br />
* Changed the Overloading Circuit to consume health instead of energy.<br />
<br />
* Reduced Bloody Spear health cost.<br />
<br />
* Improved the wording of the damage bonuses to help clarify the difference between additive and multiplicative bonuses or penalties.<br />
<br />
* Clarified the descriptions of Code: DEFEND!, Carnage Circuit, Grenade Launcher, Cluster Launcher, Boarine Artifact (Au), Acutian Artifact (Au), Andorian Artifact (Au), Blade Module, Harpoon Gun and the Masochism probation.<br />
<br />
* Fix for being able to heal via caltrops while you have defense orbitals active. Simplified how the damage reduction/armor is implemented.<br />
<br />
* Shortened the standard shot clearing duration. This affects the duration of the shot clearing for using teleporters and during boss phase changes. This should mostly eliminate the possibility of wasting resources when using the teleporters. Both the player and bosses can now start firing shots slightly earlier after a phase change, but practically this doesn't make much of a difference to boss fights overall.<br />
<br />
* Fixed an issue with the X1_D18_QuadPuzzle room which was making it auto clear half of the time.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Moved the Win Switch in the X1_D18_Minefield room to prevent winning in 2 seconds if you entered by the "wrong" door.<br />
<br />
* Changed starting position in some test chambers to avoid spawning on top of the enemy.<br />
<br />
* Set test chambers for challenge rooms to use White Gloss mech by default.<br />
<br />
* Improved the performance of the Sludge Dump item.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Improved the balance of the Plague Pistol. Also made the weapons' plague cloud 50% transparent to improve visibility.<br />
** Thanks to Fluffiest and Whistler for inspiring these changes.<br />
<br />
* Fixed a longstanding bug which was causing the on hit particle location to be centred on an enemy rather than at the shot location.<br />
<br />
* Tweaked a few main gun attack values and stats.<br />
<br />
* Removed problematic effects on the Risky Assassin incredibility that could potentially break some weapons and the redundant Health Gains (since the item sets your health to 1 anyway).<br />
<br />
* Moved the Green Zoomer enemy from the Pursuer to the Attacker category for spawning.<br />
<br />
* Added more safe zones and a few more enemies to the Dwarf Gambit (Au) Challenge room.<br />
<br />
* Added Buddies to the King (Au) minibosses.<br />
<br />
* Added environmental hazards to the Harrier (Au) and Green Hunter miniboss rooms.<br />
<br />
* Added ID initials to the Shopkeepers names for easier identification in the Statistics menu.<br />
** Thanks to Dragonatior for suggesting.<br />
<br />
* Cleaned up the enemy + perk sections and added tags for items in the Statistics menu.<br />
<br />
* Added post-win telepad shortcuts to many rooms.<br />
<br />
* Tweaked several more rooms.<br />
<br />
* Added more visibility and sharpness to Caltrops tiles.<br />
<br />
* Increased the intensity of Energy Drain (Au) tiles.<br />
<br />
* Changed the Energy Regen (Au) and Damage Bonus (Au) tiles to stay active even after a room is cleared.<br />
<br />
* Buffed the duration of the Blood Artifact health leeching effect to 3 seconds. (Note, not the duration of the artifact itself)<br />
<br />
* Fixed an interaction bug with the Hardening Module and Penumbra's trap immunity.<br />
<br />
* Buffed Bloodlust and Necromech life leech significantly. Also clarified the Bloodlust description.<br />
<br />
* Removed the Immolated Minibot flame trail particle to improve performance and visibility. Also slightly buffed the trail fire rate and duration.<br />
** Thanks to Batman for reporting.<br />
<br />
* Fixed stacking issues with Mystery Missile Crate and Used Battery.<br />
<br />
* Re-adjusted the acceleration effect of the Temporal Turbo to be in the player's favor and made it more powerful, but harder to control. 70% acceleration for player, 20% for enemies.<br />
** Thanks to Fluffiest for inspiring this change.<br />
<br />
* Changed Fragile Generator to seed only once per run.<br />
<br />
* Reduced frequency and seeding of Back To Basics.<br />
<br />
* Set Shield Tech and Medical Emergency to not seed on the last floor of a run.<br />
<br />
* Adjusted the seeding rules for Economic Tinkering (Missile), Wormhole Journey and 4th Dimension consumables to prevent them from dropping during the tutorial.<br />
** Thanks to Arcade Buster for reporting.<br />
<br />
* Added 5% chance to get a missile on kill to the Green Envy mech.<br />
<br />
* Tweaked the perk selection of the Penumbra mech.<br />
<br />
* Clarified the Alpha mech description.<br />
** Thanks to MaxBedlam for inspiring this change.<br />
<br />
* Increased the speed of low level Faceripper enemies.<br />
<br />
* Removed some of the attack restrictions from the Tri miniboss on Normal mode and Golden Warden on Hard mode. Have fun with that!<br />
<br />
* Added 3 new lategame main weapons: The Dragon Cannon ATR, Salvo Minigun and Horizon Sniper Rifle.<br />
<br />
* Added a new module: The Assassin Module.<br />
<br />
* Added 2 new powerups: Toxic Ammo and Contaminated Ammo.<br />
<br />
* Added 6 new consumable drones for the base game.<br />
** Missile, Casket, LaserTwin, Overload, Riot and Biotech Drone.<br />
<br />
* Added 36 new rooms for AuGMENTED.<br />
** The Grid, Locked From Inside, Aqueduct, Middle Tower, Feel The Burn, Power Relay, Don't Shoot, Tread Lightly, Sound Wave, Duel and more.<br />
<br />
* Added 14 new communications from Rodney to the mech selection screen, based on victories.<br />
<br />
* Fixed a comm entry where Rodney was still referring to the old 10 Wardens requirement for unlocks, which was changed later to 3.<br />
<br />
* Added the Galactic Arena test chamber where you have to survive against infinitely spawning enemies with random items and weapons spawning around the arena. (Par time: 5mins)<br />
<br />
== Version 2.501 Hotfix ==<br />
(Released October 15th, 2018) <br />
<br />
* Reverted to Unity version 2017.1p4 since the newer version seemed to be causing issues for some players.<br />
** Thanks to D€mïgød§, efseykho and ThePCGamer for reporting.<br />
<br />
== Version 2.500 (Unlock Overhaul) ==<br />
(Released October 15th, 2018)<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Optimized the particle dictionaries to reduce RAM usage. This freed up space is mostly taken up by particles for the new Unlock Overhaul items, although RAM usage is still down overall even when including the new stuff.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
* Fixed a possible seeding issue with the Nanite Squids.<br />
<br />
* Changed the description of the Incinerator and Beaming Probe consumables to mention the limited durability of the probes.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Tweaked SphereMonger and ChezEyelet rooms to prevent them from becoming death traps with certain enemy combinations.<br />
<br />
* Toned down Slalom room.<br />
<br />
* Increased Centrifuge and Opticon (Au) HP slightly.<br />
<br />
* Increased the conversion rate of the Credit to Energy Converter from x5 to x10.<br />
<br />
* Increased the energy cost of the Energy to Missile Converter from 5 to 10.<br />
<br />
* Updated the Misery mode description.<br />
<br />
* Fixed a problem with missile launcher muzzle flash animations showing twice.<br />
<br />
* Tweaked the tutorial to reduce likeliness of cutting off some of the voice lines and make it possible to level up once.<br />
<br />
* Reduced Decimating Power white flash duration to improve visibility.<br />
<br />
* Halved the knockback resistance of the mobile Core Blades.<br />
<br />
* Buffed the damage of the 2-Way Missile Module (Au).<br />
<br />
* Increased the reward for completing the Puzzlemaster probation.<br />
<br />
* Fixed some typos.<br />
<br />
* Upgraded the engine from Unity 2017.1p4 to 2017.3.<br />
<br />
=== Unlock Overhaul ===<br />
<br />
** Added 87 new items to the game: 62 new unlockable items for the base game, a further 16 unlockable items for the AuGMENTED expansion, and 9 new items going straight into the base game.<br />
** Added tiered enemy seeding for the base game and the AuGMENTED expansion, based on victories.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=42409Starward Rogue:Post-1.5 Release Notes2021-03-15T03:21:32Z<p>Logorouge: /* Version 2.502 */</p>
<hr />
<div>== Version 2.502 ==<br />
(We're still working on this)<br />
<br />
* Fixes for a couple of misnamed shots with the wrong letter case, which was causing those not to be seen on Linux.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set Solar Spear to not do friendly fire<br />
** Thanks to Whistler and Fluffiest for reporting.<br />
<br />
* Set Paragon to not seed until the second floor, since the miniboss is a bit too difficult for the first floor.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed interaction problem between Condemned rooms and Risky Assassin that could be run ending. <br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed problem with a rogue testing version of the Zombot seeding which was causing some rooms to be unintentionally locked.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a weird interaction between Risky Assassin and Conductive Hull that could end a run unexpectedly.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed an issue with Deleter and re-added to the weapon pool.<br />
<br />
* Fixed Terminus losing his shield before all his Core Razors are destroyed.<br />
<br />
* Standardized the regular main weapons to have a frequency seeding of 100, the regular secondary weapons to have a frequency seeding of 80 and the boss-themed weapons to have a frequency of 40. This should help improve the balance between main and secondary weapons, since there is a much larger quantity of secondary weapons in the game.<br />
** Thanks to Fluffiest for the feedback.<br />
<br />
* Adjusted the firerate and energy cost of the boss-themed weapons.<br />
<br />
* Removed the Bombardier walking SFX for the moment since it could be annoying.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Did an accuracy pass on the range stats for Main and Secondary weapons.<br />
** Thanks to Dark Twinge for highlighting the inaccuracies.<br />
<br />
* Increased the Disruptor range slightly.<br />
<br />
* Slightly increased the range of the Point Blank perk effect.<br />
<br />
* Greatly increased the damage dealt to all enemies by the Supernova Circuit.<br />
<br />
* Improved the rate of the Credit to Energy Converter from 10 to 25.<br />
<br />
* Changed the Overloading Circuit to consume health instead of energy.<br />
<br />
* Improved the wording of the damage bonuses to help clarify the difference between additive and multiplicative bonuses or penalties.<br />
<br />
* Clarified the descriptions of Code: DEFEND!, Carnage Circuit, Grenade Launcher, Cluster Launcher, Boarine Artifact (Au), Acutian Artifact (Au), Andorian Artifact (Au), Blade Module, Harpoon Gun and the Masochism probation.<br />
<br />
* Fix for being able to heal via caltrops while you have defense orbitals active. Simplified how the damage reduction/armor is implemented.<br />
<br />
* Shortened the standard shot clearing duration. This affects the duration of the shot clearing for using teleporters and during boss phase changes. This should mostly eliminate the possibility of wasting resources when using the teleporters. Both the player and bosses can now start firing shots slightly earlier after a phase change, but practically this doesn't make much of a difference to boss fights overall.<br />
<br />
* Fixed an issue with the X1_D18_QuadPuzzle room which was making it auto clear half of the time.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Moved the Win Switch in the X1_D18_Minefield room to prevent winning in 2 seconds if you entered by the "wrong" door.<br />
<br />
* Improved the performance of the Sludge Dump item.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Improved the balance of the Plague Pistol. Also made the weapons' plague cloud 50% transparent to improve visibility.<br />
** Thanks to Fluffiest and Whistler for inspiring these changes.<br />
<br />
* Fixed a longstanding bug which was causing the on hit particle location to be centred on an enemy rather than at the shot location.<br />
<br />
* Tweaked a few main gun attack values and stats.<br />
<br />
* Removed problematic effects on the Risky Assassin incredibility that could potentially break some weapons and the redundant Health Gains (since the item sets your health to 1 anyway).<br />
<br />
* Moved the Green Zoomer enemy from the Pursuer to the Attacker category for spawning.<br />
<br />
* Added more safe zones and a few more enemies to the Dwarf Gambit (Au) Challenge room.<br />
<br />
* Added Buddies to the King (Au) minibosses.<br />
<br />
* Added environmental hazards to the Harrier (Au) miniboss room.<br />
<br />
* Added ID initials to the Shopkeepers names for easier identification in the Statistics menu.<br />
** Thanks to Dragonatior for suggesting.<br />
<br />
* Cleaned up the enemy + perk sections and added tags for items in the Statistics menu.<br />
<br />
* Added post-win telepad shortcuts to many rooms.<br />
<br />
* Tweaked several more rooms.<br />
<br />
* Added more visibility and sharpness to Caltrops tiles.<br />
<br />
* Increased the intensity of Energy Drain (Au) tiles.<br />
<br />
* Changed the Energy Regen (Au) and Damage Bonus (Au) tiles to stay active even after a room is cleared.<br />
<br />
* Buffed the duration of the Blood Artifact health leeching effect to 3 seconds. (Note, not the duration of the artifact itself)<br />
<br />
* Fixed an interaction bug with the Hardening Module and Penumbra's trap immunity.<br />
<br />
* Buffed Bloodlust and Necromech life leech significantly. Also clarified the Bloodlust description.<br />
<br />
* Removed the Immolated Minibot flame trail particle to improve performance and visibility. Also slightly buffed the trail fire rate and duration.<br />
** Thanks to Batman for reporting.<br />
<br />
* Fixed stacking issues with Mystery Missile Crate and Used Battery.<br />
<br />
* Re-adjusted the acceleration effect of the Temporal Turbo to be in the player's favor and made it more powerful, but harder to control. 70% acceleration for player, 20% for enemies.<br />
** Thanks to Fluffiest for inspiring this change.<br />
<br />
* Changed Fragile Generator to seed only once per run.<br />
<br />
* Reduced frequency and seeding of Back To Basics.<br />
<br />
* Set Shield Tech and Medical Emergency to not seed on the last floor of a run.<br />
<br />
* Adjusted the seeding rules for Economic Tinkering (Missile), Wormhole Journey and 4th Dimension consumables to prevent them from dropping during the tutorial.<br />
** Thanks to Arcade Buster for reporting.<br />
<br />
* Added 5% chance to get a missile on kill to the Green Envy mech.<br />
<br />
* Tweaked the perk selection of the Penumbra mech.<br />
<br />
* Clarified the Alpha mech description.<br />
** Thanks to MaxBedlam for inspiring this change.<br />
<br />
* Increased the speed of low level Faceripper enemies.<br />
<br />
* Removed some of the attack restrictions from the Golden Warden on Hard mode. Have fun with that!<br />
<br />
* Added 3 new lategame main weapons: The Dragon Cannon ATR, Salvo Minigun and Horizon Sniper Rifle.<br />
<br />
* Added a new module: The Assassin Module.<br />
<br />
* Added 6 new consumable drones for the base game.<br />
** Missile, Casket, LaserTwin, Overload, Riot and Biotech Drone.<br />
<br />
* Added 35 new rooms for AuGMENTED.<br />
** The Grid, Locked From Inside, Aqueduct, Middle Tower, Feel The Burn, Power Relay, Don't Shoot, Tread Lightly, Sound Wave, Duel and more.<br />
<br />
* Added 14 new communications from Rodney to the mech selection screen, based on victories.<br />
<br />
* Fixed a comm entry where Rodney was still referring to the old 10 Wardens requirement for unlocks, which was changed later to 3.<br />
<br />
* Added the Galactic Arena test chamber where you have to survive against infinitely spawning enemies with random items and weapons spawning around the arena. (Par time: 5mins)<br />
<br />
== Version 2.501 Hotfix ==<br />
(Released October 15th, 2018) <br />
<br />
* Reverted to Unity version 2017.1p4 since the newer version seemed to be causing issues for some players.<br />
** Thanks to D€mïgød§, efseykho and ThePCGamer for reporting.<br />
<br />
== Version 2.500 (Unlock Overhaul) ==<br />
(Released October 15th, 2018)<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Optimized the particle dictionaries to reduce RAM usage. This freed up space is mostly taken up by particles for the new Unlock Overhaul items, although RAM usage is still down overall even when including the new stuff.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
* Fixed a possible seeding issue with the Nanite Squids.<br />
<br />
* Changed the description of the Incinerator and Beaming Probe consumables to mention the limited durability of the probes.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Tweaked SphereMonger and ChezEyelet rooms to prevent them from becoming death traps with certain enemy combinations.<br />
<br />
* Toned down Slalom room.<br />
<br />
* Increased Centrifuge and Opticon (Au) HP slightly.<br />
<br />
* Increased the conversion rate of the Credit to Energy Converter from x5 to x10.<br />
<br />
* Increased the energy cost of the Energy to Missile Converter from 5 to 10.<br />
<br />
* Updated the Misery mode description.<br />
<br />
* Fixed a problem with missile launcher muzzle flash animations showing twice.<br />
<br />
* Tweaked the tutorial to reduce likeliness of cutting off some of the voice lines and make it possible to level up once.<br />
<br />
* Reduced Decimating Power white flash duration to improve visibility.<br />
<br />
* Halved the knockback resistance of the mobile Core Blades.<br />
<br />
* Buffed the damage of the 2-Way Missile Module (Au).<br />
<br />
* Increased the reward for completing the Puzzlemaster probation.<br />
<br />
* Fixed some typos.<br />
<br />
* Upgraded the engine from Unity 2017.1p4 to 2017.3.<br />
<br />
=== Unlock Overhaul ===<br />
<br />
** Added 87 new items to the game: 62 new unlockable items for the base game, a further 16 unlockable items for the AuGMENTED expansion, and 9 new items going straight into the base game.<br />
** Added tiered enemy seeding for the base game and the AuGMENTED expansion, based on victories.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=42408Starward Rogue:Post-1.5 Release Notes2021-03-13T18:56:05Z<p>Logorouge: /* Version 2.502 */</p>
<hr />
<div>== Version 2.502 ==<br />
(We're still working on this)<br />
<br />
* Fixes for a couple of misnamed shots with the wrong letter case, which was causing those not to be seen on Linux.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set Solar Spear to not do friendly fire<br />
** Thanks to Whistler and Fluffiest for reporting.<br />
<br />
* Set Paragon to not seed until the second floor, since the miniboss is a bit too difficult for the first floor.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed interaction problem between Condemned rooms and Risky Assassin that could be run ending. <br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed problem with a rogue testing version of the Zombot seeding which was causing some rooms to be unintentionally locked.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a weird interaction between Risky Assassin and Conductive Hull that could end a run unexpectedly.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed an issue with Deleter and re-added to the weapon pool.<br />
<br />
* Fixed Terminus losing his shield before all his Core Razors are destroyed.<br />
<br />
* Standardized the regular main weapons to have a frequency seeding of 100, the regular secondary weapons to have a frequency seeding of 80 and the boss-themed weapons to have a frequency of 40. This should help improve the balance between main and secondary weapons, since there is a much larger quantity of secondary weapons in the game.<br />
** Thanks to Fluffiest for the feedback.<br />
<br />
* Adjusted the firerate and energy cost of the boss-themed weapons.<br />
<br />
* Removed the Bombardier walking SFX for the moment since it could be annoying.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Did an accuracy pass on the range stats for Main and Secondary weapons.<br />
** Thanks to Dark Twinge for highlighting the inaccuracies.<br />
<br />
* Increased the Disruptor range slightly.<br />
<br />
* Slightly increased the range of the Point Blank perk effect.<br />
<br />
* Greatly increased the damage dealt to all enemies by the Supernova Circuit.<br />
<br />
* Improved the rate of the Credit to Energy Converter from 10 to 25.<br />
<br />
* Changed the Overloading Circuit to consume health instead of energy.<br />
<br />
* Improved the wording of the damage bonuses to help clarify the difference between additive and multiplicative bonuses or penalties.<br />
<br />
* Clarified the descriptions of Code: DEFEND!, Carnage Circuit, Grenade Launcher, Cluster Launcher, Boarine Artifact (Au), Acutian Artifact (Au), Andorian Artifact (Au), Blade Module, Harpoon Gun and the Masochism probation.<br />
<br />
* Fix for being able to heal via caltrops while you have defense orbitals active. Simplified how the damage reduction/armor is implemented.<br />
<br />
* Shortened the standard shot clearing duration. This affects the duration of the shot clearing for using teleporters and during boss phase changes. This should mostly eliminate the possibility of wasting resources when using the teleporters. Both the player and bosses can now start firing shots slightly earlier after a phase change, but practically this doesn't make much of a difference to boss fights overall.<br />
<br />
* Fixed an issue with the X1_D18_QuadPuzzle room which was making it auto clear half of the time.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Moved the Win Switch in the X1_D18_Minefield room to prevent winning in 2 seconds if you entered by the "wrong" door.<br />
<br />
* Improved the performance of the Sludge Dump item.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Improved the balance of the Plague Pistol. Also made the weapons' plague cloud 50% transparent to improve visibility.<br />
** Thanks to Fluffiest and Whistler for inspiring these changes.<br />
<br />
* Fixed a longstanding bug which was causing the on hit particle location to be centred on an enemy rather than at the shot location.<br />
<br />
* Tweaked a few main gun attack values and stats.<br />
<br />
* Removed problematic effects on the Risky Assassin incredibility that could potentially break some weapons and the redundant Health Gains (since the item sets your health to 1 anyway).<br />
<br />
* Moved the Green Zoomer enemy from the Pursuer to the Attacker category for spawning.<br />
<br />
* Added more safe zones and a few more enemies to the Dwarf Gambit (Au) Challenge room.<br />
<br />
* Added Buddies to the King (Au) minibosses.<br />
<br />
* Added environmental hazards to the Harrier (Au) miniboss room.<br />
<br />
* Added ID initials to the Shopkeepers names for easier identification in the Statistics menu.<br />
** Thanks to Dragonatior for suggesting.<br />
<br />
* Cleaned up the enemy section and added tags for items in the Statistics menu.<br />
<br />
* Added post-win telepad shortcuts to many rooms.<br />
<br />
* Tweaked several more rooms.<br />
<br />
* Added more visibility and sharpness to Caltrops tiles.<br />
<br />
* Increased the intensity of Energy Drain (Au) tiles.<br />
<br />
* Changed the Energy Regen (Au) and Damage Bonus (Au) tiles to stay active even after a room is cleared.<br />
<br />
* Buffed the duration of the Blood Artifact health leeching effect to 3 seconds. (Note, not the duration of the artifact itself)<br />
<br />
* Fixed an interaction bug with the Hardening Module and Penumbra's trap immunity.<br />
<br />
* Buffed Bloodlust and Necromech life leech significantly. Also clarified the Bloodlust description.<br />
<br />
* Removed the Immolated Minibot flame trail particle to improve performance and visibility. Also slightly buffed the trail fire rate and duration.<br />
** Thanks to Batman for reporting.<br />
<br />
* Fixed stacking issues with Mystery Missile Crate and Used Battery.<br />
<br />
* Re-adjusted the acceleration effect of the Temporal Turbo to be in the player's favor and made it more powerful, but harder to control. 70% acceleration for player, 20% for enemies.<br />
** Thanks to Fluffiest for inspiring this change.<br />
<br />
* Changed Fragile Generator to seed only once per run.<br />
<br />
* Reduced frequency and seeding of Back To Basics.<br />
<br />
* Set Shield Tech and Medical Emergency to not seed on the last floor of a run.<br />
<br />
* Adjusted the seeding rules for Economic Tinkering (Missile), Wormhole Journey and 4th Dimension consumables to prevent them from dropping during the tutorial.<br />
** Thanks to Arcade Buster for reporting.<br />
<br />
* Added 5% chance to get a missile on kill to the Green Envy mech.<br />
<br />
* Clarified the Alpha mech description.<br />
** Thanks to MaxBedlam for inspiring this change.<br />
<br />
* Increased the speed of low level Faceripper enemies.<br />
<br />
* Removed some of the attack restrictions from the Golden Warden on Hard mode. Have fun with that!<br />
<br />
* Added 3 new lategame main weapons: The Dragon Cannon ATR, Salvo Minigun and Horizon Sniper Rifle.<br />
<br />
* Added 6 new consumable drones for the base game.<br />
** Missile, Casket, LaserTwin, Overload, Riot and Biotech Drone.<br />
<br />
* Added 35 new rooms for AuGMENTED.<br />
** The Grid, Locked From Inside, Aqueduct, Middle Tower, Feel The Burn, Power Relay, Don't Shoot, Tread Lightly, Sound Wave, Duel and more.<br />
<br />
* Added 14 new communications from Rodney to the mech selection screen, based on victories.<br />
<br />
* Fixed a comm entry where Rodney was still referring to the old 10 Wardens requirement for unlocks, which was changed later to 3.<br />
<br />
* Added the Galactic Arena test chamber where you have to survive against infinitely spawning enemies with random items and weapons spawning around the arena. (Par time: 5mins)<br />
<br />
== Version 2.501 Hotfix ==<br />
(Released October 15th, 2018) <br />
<br />
* Reverted to Unity version 2017.1p4 since the newer version seemed to be causing issues for some players.<br />
** Thanks to D€mïgød§, efseykho and ThePCGamer for reporting.<br />
<br />
== Version 2.500 (Unlock Overhaul) ==<br />
(Released October 15th, 2018)<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Optimized the particle dictionaries to reduce RAM usage. This freed up space is mostly taken up by particles for the new Unlock Overhaul items, although RAM usage is still down overall even when including the new stuff.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
* Fixed a possible seeding issue with the Nanite Squids.<br />
<br />
* Changed the description of the Incinerator and Beaming Probe consumables to mention the limited durability of the probes.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Tweaked SphereMonger and ChezEyelet rooms to prevent them from becoming death traps with certain enemy combinations.<br />
<br />
* Toned down Slalom room.<br />
<br />
* Increased Centrifuge and Opticon (Au) HP slightly.<br />
<br />
* Increased the conversion rate of the Credit to Energy Converter from x5 to x10.<br />
<br />
* Increased the energy cost of the Energy to Missile Converter from 5 to 10.<br />
<br />
* Updated the Misery mode description.<br />
<br />
* Fixed a problem with missile launcher muzzle flash animations showing twice.<br />
<br />
* Tweaked the tutorial to reduce likeliness of cutting off some of the voice lines and make it possible to level up once.<br />
<br />
* Reduced Decimating Power white flash duration to improve visibility.<br />
<br />
* Halved the knockback resistance of the mobile Core Blades.<br />
<br />
* Buffed the damage of the 2-Way Missile Module (Au).<br />
<br />
* Increased the reward for completing the Puzzlemaster probation.<br />
<br />
* Fixed some typos.<br />
<br />
* Upgraded the engine from Unity 2017.1p4 to 2017.3.<br />
<br />
=== Unlock Overhaul ===<br />
<br />
** Added 87 new items to the game: 62 new unlockable items for the base game, a further 16 unlockable items for the AuGMENTED expansion, and 9 new items going straight into the base game.<br />
** Added tiered enemy seeding for the base game and the AuGMENTED expansion, based on victories.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=42391Starward Rogue:Post-1.5 Release Notes2021-03-12T03:23:15Z<p>Logorouge: /* Version 2.502 */</p>
<hr />
<div>== Version 2.502 ==<br />
(We're still working on this)<br />
<br />
* Fixes for a couple of misnamed shots with the wrong letter case, which was causing those not to be seen on Linux.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set Solar Spear to not do friendly fire<br />
** Thanks to Whistler and Fluffiest for reporting.<br />
<br />
* Set Paragon to not seed until the second floor, since the miniboss is a bit too difficult for the first floor.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed interaction problem between Condemned rooms and Risky Assassin that could be run ending. <br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed problem with a rogue testing version of the Zombot seeding which was causing some rooms to be unintentionally locked.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a weird interaction between Risky Assassin and Conductive Hull that could end a run unexpectedly.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed an issue with Deleter and re-added to the weapon pool.<br />
<br />
* Fixed Terminus losing his shield before all his Core Razors are destroyed.<br />
<br />
* Standardized the regular main weapons to have a frequency seeding of 100, the regular secondary weapons to have a frequency seeding of 80 and the boss-themed weapons to have a frequency of 40. This should help improve the balance between main and secondary weapons, since there is a much larger quantity of secondary weapons in the game.<br />
** Thanks to Fluffiest for the feedback.<br />
<br />
* Adjusted the firerate and energy cost of the boss-themed weapons.<br />
<br />
* Removed the Bombardier walking SFX for the moment since it could be annoying.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Did an accuracy pass on the range stats for Main and Secondary weapons.<br />
** Thanks to Dark Twinge for highlighting the inaccuracies.<br />
<br />
* Increased the Disruptor range slightly.<br />
<br />
* Slightly increased the range of the Point Blank perk effect.<br />
<br />
* Greatly increased the damage dealt to all enemies by the Supernova Circuit.<br />
<br />
* Improved the rate of the Credit to Energy Converter from 10 to 25.<br />
<br />
* Changed the Overloading Circuit to consume health instead of energy.<br />
<br />
* Improved the wording of the damage bonuses to help clarify the difference between additive and multiplicative bonuses or penalties.<br />
<br />
* Clarified the descriptions of Code: DEFEND!, Carnage Circuit, Grenade Launcher, Cluster Launcher, Boarine Artifact (Au), Acutian Artifact (Au), Andorian Artifact (Au), Blade Module, Harpoon Gun and the Masochism probation.<br />
<br />
* Fix for being able to heal via caltrops while you have defense orbitals active. Simplified how the damage reduction/armor is implemented.<br />
<br />
* Shortened the standard shot clearing duration. This affects the duration of the shot clearing for using teleporters and during boss phase changes. This should mostly eliminate the possibility of wasting resources when using the teleporters. Both the player and bosses can now start firing shots slightly earlier after a phase change, but practically this doesn't make much of a difference to boss fights overall.<br />
<br />
* Fixed an issue with the X1_D18_QuadPuzzle room which was making it auto clear half of the time.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Moved the Win Switch in the X1_D18_Minefield room to prevent winning in 2 seconds if you entered by the "wrong" door.<br />
<br />
* Improved the performance of the Sludge Dump item.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Improved the balance of the Plague Pistol. Also made the weapons' plague cloud 50% transparent to improve visibility.<br />
** Thanks to Fluffiest and Whistler for inspiring these changes.<br />
<br />
* Fixed a longstanding bug which was causing the on hit particle location to be centred on an enemy rather than at the shot location.<br />
<br />
* Tweaked a few main gun attack values and stats.<br />
<br />
* Removed problematic effects on the Risky Assassin incredibility that could potentially break some weapons and the redundant Health Gains (since the item sets your health to 1 anyway).<br />
<br />
* Moved the Green Zoomer enemy from the Pursuer to the Attacker category for spawning.<br />
<br />
* Added more safe zones and a few more enemies to the Dwarf Gambit (Au) Challenge room.<br />
<br />
* Added Buddies to the King (Au) minibosses.<br />
<br />
* Added environmental hazards to the Harrier (Au) miniboss room.<br />
<br />
* Added ID initials to the Shopkeepers names for easier identification in the Statistics menu.<br />
** Thanks to Dragonatior for suggesting.<br />
<br />
* Cleaned up the enemy section of the Statistics menu.<br />
<br />
* Added post-win telepad shortcuts to many rooms.<br />
<br />
* Tweaked several more rooms.<br />
<br />
* Added more visibility and sharpness to Caltrops tiles.<br />
<br />
* Increased the intensity of Energy Drain (Au) tiles.<br />
<br />
* Changed the Energy Regen (Au) and Damage Bonus (Au) tiles to stay active even after a room is cleared.<br />
<br />
* Buffed the duration of the Blood Artifact health leeching effect to 3 seconds. (Note, not the duration of the artifact itself)<br />
<br />
* Fixed an interaction bug with the Hardening Module and Penumbra's trap immunity.<br />
<br />
* Buffed Bloodlust and Necromech life leech significantly. Also clarified the Bloodlust description.<br />
<br />
* Removed the Immolated Minibot flame trail particle to improve performance and visibility. Also slightly buffed the trail fire rate and duration.<br />
** Thanks to Batman for reporting.<br />
<br />
* Fixed stacking issues with Mystery Missile Crate and Used Battery.<br />
<br />
* Re-adjusted the acceleration effect of the Temporal Turbo to be in the player's favor and made it more powerful, but harder to control. 70% acceleration for player, 20% for enemies.<br />
** Thanks to Fluffiest for inspiring this change.<br />
<br />
* Changed Fragile Generator to seed only once per run.<br />
<br />
* Reduced frequency and seeding of Back To Basics.<br />
<br />
* Set Shield Tech and Medical Emergency to not seed on the last floor of a run.<br />
<br />
* Adjusted the seeding rules for Economic Tinkering (Missile), Wormhole Journey and 4th Dimension consumables to prevent them from dropping during the tutorial.<br />
** Thanks to Arcade Buster for reporting.<br />
<br />
* Added 5% chance to get a missile on kill to the Green Envy mech.<br />
<br />
* Clarified the Alpha mech description.<br />
** Thanks to MaxBedlam for inspiring this change.<br />
<br />
* Increased the speed of low level Faceripper enemies.<br />
<br />
* Removed some of the attack restrictions from the Golden Warden on Hard mode. Have fun with that!<br />
<br />
* Added 3 new lategame main weapons: The Dragon Cannon ATR, Salvo Minigun and Horizon Sniper Rifle.<br />
<br />
* Added 6 new consumable drones for the base game.<br />
** Missile, Casket, LaserTwin, Overload, Riot and Biotech Drone.<br />
<br />
* Added 35 new rooms for AuGMENTED.<br />
** The Grid, Locked From Inside, Aqueduct, Middle Tower, Feel The Burn, Power Relay, Don't Shoot, Tread Lightly, Sound Wave, Duel and more.<br />
<br />
* Added 14 new communications from Rodney to the mech selection screen, based on victories.<br />
<br />
* Fixed a comm entry where Rodney was still referring to the old 10 Wardens requirement for unlocks, which was changed later to 3.<br />
<br />
* Added the Galactic Arena test chamber where you have to survive against infinitely spawning enemies with random items and weapons spawning around the arena. (Par time: 5mins)<br />
<br />
== Version 2.501 Hotfix ==<br />
(Released October 15th, 2018) <br />
<br />
* Reverted to Unity version 2017.1p4 since the newer version seemed to be causing issues for some players.<br />
** Thanks to D€mïgød§, efseykho and ThePCGamer for reporting.<br />
<br />
== Version 2.500 (Unlock Overhaul) ==<br />
(Released October 15th, 2018)<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Optimized the particle dictionaries to reduce RAM usage. This freed up space is mostly taken up by particles for the new Unlock Overhaul items, although RAM usage is still down overall even when including the new stuff.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
* Fixed a possible seeding issue with the Nanite Squids.<br />
<br />
* Changed the description of the Incinerator and Beaming Probe consumables to mention the limited durability of the probes.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Tweaked SphereMonger and ChezEyelet rooms to prevent them from becoming death traps with certain enemy combinations.<br />
<br />
* Toned down Slalom room.<br />
<br />
* Increased Centrifuge and Opticon (Au) HP slightly.<br />
<br />
* Increased the conversion rate of the Credit to Energy Converter from x5 to x10.<br />
<br />
* Increased the energy cost of the Energy to Missile Converter from 5 to 10.<br />
<br />
* Updated the Misery mode description.<br />
<br />
* Fixed a problem with missile launcher muzzle flash animations showing twice.<br />
<br />
* Tweaked the tutorial to reduce likeliness of cutting off some of the voice lines and make it possible to level up once.<br />
<br />
* Reduced Decimating Power white flash duration to improve visibility.<br />
<br />
* Halved the knockback resistance of the mobile Core Blades.<br />
<br />
* Buffed the damage of the 2-Way Missile Module (Au).<br />
<br />
* Increased the reward for completing the Puzzlemaster probation.<br />
<br />
* Fixed some typos.<br />
<br />
* Upgraded the engine from Unity 2017.1p4 to 2017.3.<br />
<br />
=== Unlock Overhaul ===<br />
<br />
** Added 87 new items to the game: 62 new unlockable items for the base game, a further 16 unlockable items for the AuGMENTED expansion, and 9 new items going straight into the base game.<br />
** Added tiered enemy seeding for the base game and the AuGMENTED expansion, based on victories.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=41592Starward Rogue:Post-1.5 Release Notes2020-12-21T00:53:24Z<p>Logorouge: /* Version 2.502 */</p>
<hr />
<div>== Version 2.502 ==<br />
(We're still working on this)<br />
<br />
* Fixes for a couple of misnamed shots with the wrong letter case, which was causing those not to be seen on Linux.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set Solar Spear to not do friendly fire<br />
** Thanks to Whistler and Fluffiest for reporting.<br />
<br />
* Set Paragon to not seed until the second floor, since the miniboss is a bit too difficult for the first floor.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed interaction problem between Condemned rooms and Risky Assassin that could be run ending. <br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed problem with a rogue testing version of the Zombot seeding which was causing some rooms to be unintentionally locked.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a weird interaction between Risky Assassin and Conductive Hull that could end a run unexpectedly.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed an issue with Deleter and re-added to the weapon pool.<br />
<br />
* Fixed Terminus losing his shield before all his Core Razors are destroyed.<br />
<br />
* Standardized the regular main weapons to have a frequency seeding of 100, the regular secondary weapons to have a frequency seeding of 80 and the boss-themed weapons to have a frequency of 40. This should help improve the balance between main and secondary weapons, since there is a much larger quantity of secondary weapons in the game.<br />
** Thanks to Fluffiest for the feedback.<br />
<br />
* Adjusted the firerate and energy cost of the boss-themed weapons.<br />
<br />
* Removed the Bombardier walking SFX for the moment since it could be annoying.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Did an accuracy pass on the range stats for Main and Secondary weapons.<br />
** Thanks to Dark Twinge for highlighting the inaccuracies.<br />
<br />
* Increased the Disruptor range slightly.<br />
<br />
* Slightly increased the range of the Point Blank perk effect.<br />
<br />
* Greatly increased the damage dealt to all enemies by the Supernova Circuit.<br />
<br />
* Improved the rate of the Credit to Energy Converter from 10 to 25.<br />
<br />
* Changed the Overloading Circuit to consume health instead of energy.<br />
<br />
* Improved the wording of the damage bonuses to help clarify the difference between additive and multiplicative bonuses or penalties.<br />
<br />
* Clarified the descriptions of Code: DEFEND!, Carnage Circuit, Grenade Launcher, Cluster Launcher, Boarine Artifact (Au), Acutian Artifact (Au), Andorian Artifact (Au), Blade Module and the Masochism probation.<br />
<br />
* Fix for being able to heal via caltrops while you have defense orbitals active. Simplified how the damage reduction/armor is implemented.<br />
<br />
* Shortened the standard shot clearing duration. This affects the duration of the shot clearing for using teleporters and during boss phase changes. This should mostly eliminate the possibility of wasting resources when using the teleporters. Both the player and bosses can now start firing shots slightly earlier after a phase change, but practically this doesn't make much of a difference to boss fights overall.<br />
<br />
* Fixed an issue with the X1_D18_QuadPuzzle room which was making it auto clear half of the time.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Moved the Win Switch in the X1_D18_Minefield room to prevent winning in 2 seconds if you entered by the "wrong" door.<br />
<br />
* Improved the performance of the Sludge Dump item.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Improved the balance of the Plague Pistol. Also made the weapons' plague cloud 50% transparent to improve visibility.<br />
** Thanks to Fluffiest and Whistler for inspiring these changes.<br />
<br />
* Fixed a longstanding bug which was causing the on hit particle location to be centred on an enemy rather than at the shot location.<br />
<br />
* Tweaked a few main gun attack values and stats.<br />
<br />
* Removed problematic effects on the Risky Assassin incredibility that could potentially break some weapons and the redundant Health Gains (since the item sets your health to 1 anyway).<br />
<br />
* Moved the Green Zoomer enemy from the Pursuer to the Attacker category for spawning.<br />
<br />
* Added more safe zones and a few more enemies to the Dwarf Gambit (Au) Challenge room.<br />
<br />
* Added Buddies to the King (Au) minibosses.<br />
<br />
* Added environmental hazards to the Harrier (Au) miniboss room.<br />
<br />
* Added post-win telepad shortcuts to many rooms.<br />
<br />
* Tweaked several more rooms.<br />
<br />
* Added more visibility and sharpness to Caltrops tiles.<br />
<br />
* Increased the intensity of Energy Drain (Au) tiles.<br />
<br />
* Changed the Energy Regen (Au) and Damage Bonus (Au) tiles to stay active even after a room is cleared.<br />
<br />
* Buffed the duration of the Blood Artifact health leeching effect to 3 seconds. (Note, not the duration of the artifact itself)<br />
<br />
* Fixed an interaction bug with the Hardening Module and Penumbra's trap immunity.<br />
<br />
* Buffed Bloodlust and Necromech life leech significantly. Also clarified the Bloodlust description.<br />
<br />
* Removed the Immolated Minibot flame trail particle to improve performance and visibility. Also slightly buffed the trail fire rate and duration.<br />
** Thanks to Batman for reporting.<br />
<br />
* Fixed stacking issues with Mystery Missile Crate and Used Battery.<br />
<br />
* Re-adjusted the acceleration effect of the Temporal Turbo to be in the player's favor and made it more powerful, but harder to control. 70% acceleration for player, 20% for enemies.<br />
** Thanks to Fluffiest for inspiring this change.<br />
<br />
* Changed Fragile Generator to seed only once per run.<br />
<br />
* Reduced frequency and seeding of Back To Basics.<br />
<br />
* Set Shield Tech and Medical Emergency to not seed on the last floor of a run.<br />
<br />
* Adjusted the seeding rules for Economic Tinkering (Missile), Wormhole Journey and 4th Dimension consumables to prevent them from dropping during the tutorial.<br />
** Thanks to Arcade Buster for reporting.<br />
<br />
* Added 5% chance to get a missile on kill to the Green Envy mech.<br />
<br />
* Clarified the Alpha mech description.<br />
** Thanks to MaxBedlam for inspiring this change.<br />
<br />
* Increased the speed of low level Faceripper enemies.<br />
<br />
* Removed some of the attack restrictions from the Golden Warden on Hard mode. Have fun with that!<br />
<br />
* Added 3 new lategame main weapons: The Eradicator, Salvo Minigun and Horizon Sniper Rifle.<br />
<br />
* Added 6 new consumable drones for the base game.<br />
** Missile, Casket, LaserTwin, Overload, Riot and Biotech Drone.<br />
<br />
* Added 35 new rooms for AuGMENTED.<br />
** The Grid, Locked From Inside, Aqueduct, Middle Tower, Feel The Burn, Power Relay, Don't Shoot, Tread Lightly, Sound Wave, Duel and more.<br />
<br />
* Added 14 new communications from Rodney to the mech selection screen, based on victories.<br />
<br />
* Fixed a comm entry where Rodney was still referring to the old 10 Wardens requirement for unlocks, which was changed later to 3.<br />
<br />
* Added the Galactic Arena test chamber where you have to survive against infinitely spawning enemies with random items and weapons spawning around the arena. (Par time: 5mins)<br />
<br />
== Version 2.501 Hotfix ==<br />
(Released October 15th, 2018) <br />
<br />
* Reverted to Unity version 2017.1p4 since the newer version seemed to be causing issues for some players.<br />
** Thanks to D€mïgød§, efseykho and ThePCGamer for reporting.<br />
<br />
== Version 2.500 (Unlock Overhaul) ==<br />
(Released October 15th, 2018)<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Optimized the particle dictionaries to reduce RAM usage. This freed up space is mostly taken up by particles for the new Unlock Overhaul items, although RAM usage is still down overall even when including the new stuff.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
* Fixed a possible seeding issue with the Nanite Squids.<br />
<br />
* Changed the description of the Incinerator and Beaming Probe consumables to mention the limited durability of the probes.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Tweaked SphereMonger and ChezEyelet rooms to prevent them from becoming death traps with certain enemy combinations.<br />
<br />
* Toned down Slalom room.<br />
<br />
* Increased Centrifuge and Opticon (Au) HP slightly.<br />
<br />
* Increased the conversion rate of the Credit to Energy Converter from x5 to x10.<br />
<br />
* Increased the energy cost of the Energy to Missile Converter from 5 to 10.<br />
<br />
* Updated the Misery mode description.<br />
<br />
* Fixed a problem with missile launcher muzzle flash animations showing twice.<br />
<br />
* Tweaked the tutorial to reduce likeliness of cutting off some of the voice lines and make it possible to level up once.<br />
<br />
* Reduced Decimating Power white flash duration to improve visibility.<br />
<br />
* Halved the knockback resistance of the mobile Core Blades.<br />
<br />
* Buffed the damage of the 2-Way Missile Module (Au).<br />
<br />
* Increased the reward for completing the Puzzlemaster probation.<br />
<br />
* Fixed some typos.<br />
<br />
* Upgraded the engine from Unity 2017.1p4 to 2017.3.<br />
<br />
=== Unlock Overhaul ===<br />
<br />
** Added 87 new items to the game: 62 new unlockable items for the base game, a further 16 unlockable items for the AuGMENTED expansion, and 9 new items going straight into the base game.<br />
** Added tiered enemy seeding for the base game and the AuGMENTED expansion, based on victories.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=41577Starward Rogue:Post-1.5 Release Notes2020-12-18T02:00:55Z<p>Logorouge: /* Version 2.502 */</p>
<hr />
<div>== Version 2.502 ==<br />
(We're still working on this)<br />
<br />
* Fixes for a couple of misnamed shots with the wrong letter case, which was causing those not to be seen on Linux.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set Solar Spear to not do friendly fire<br />
** Thanks to Whistler and Fluffiest for reporting.<br />
<br />
* Set Paragon to not seed until the second floor, since the miniboss is a bit too difficult for the first floor.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed interaction problem between Condemned rooms and Risky Assassin that could be run ending. <br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed problem with a rogue testing version of the Zombot seeding which was causing some rooms to be unintentionally locked.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a weird interaction between Risky Assassin and Conductive Hull that could end a run unexpectedly.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed an issue with Deleter and re-added to the weapon pool.<br />
<br />
* Fixed Terminus losing his shield before all his Core Razors are destroyed.<br />
<br />
* Standardized the regular main weapons to have a frequency seeding of 100, the regular secondary weapons to have a frequency seeding of 80 and the boss-themed weapons to have a frequency of 40. This should help improve the balance between main and secondary weapons, since there is a much larger quantity of secondary weapons in the game.<br />
** Thanks to Fluffiest for the feedback.<br />
<br />
* Adjusted the firerate and energy cost of the boss-themed weapons.<br />
<br />
* Removed the Bombardier walking SFX for the moment since it could be annoying.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Did an accuracy pass on the range stats for Main and Secondary weapons.<br />
** Thanks to Dark Twinge for highlighting the inaccuracies.<br />
<br />
* Increased the Disruptor range slightly.<br />
<br />
* Slightly increased the range of the Point Blank perk effect.<br />
<br />
* Greatly increased the damage dealt to all enemies by the Supernova Circuit.<br />
<br />
* Improved the rate of the Credit to Energy Converter from 10 to 25.<br />
<br />
* Changed the Overloading Circuit to consume health instead of energy.<br />
<br />
* Improved the wording of the damage bonuses to help clarify the difference between additive and multiplicative bonuses or penalties.<br />
<br />
* Clarified the descriptions of Code: DEFEND!, Carnage Circuit, Grenade Launcher, Cluster Launcher, Boarine Artifact (Au), Acutian Artifact (Au), Andorian Artifact (Au), Blade Module and the Masochism probation.<br />
<br />
* Fix for being able to heal via caltrops while you have defense orbitals active. Simplified how the damage reduction/armor is implemented.<br />
<br />
* Shortened the standard shot clearing duration. This affects the duration of the shot clearing for using teleporters and during boss phase changes. This should mostly eliminate the possibility of wasting resources when using the teleporters. Both the player and bosses can now start firing shots slightly earlier after a phase change, but practically this doesn't make much of a difference to boss fights overall.<br />
<br />
* Fixed an issue with the X1_D18_QuadPuzzle room which was making it auto clear half of the time.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Moved the Win Switch in the X1_D18_Minefield room to prevent winning in 2 seconds if you entered by the "wrong" door.<br />
<br />
* Improved the performance of the Sludge Dump item.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Improved the balance of the Plague Pistol. Also made the weapons' plague cloud 50% transparent to improve visibility.<br />
** Thanks to Fluffiest and Whistler for inspiring these changes.<br />
<br />
* Fixed a longstanding bug which was causing the on hit particle location to be centred on an enemy rather than at the shot location.<br />
<br />
* Tweaked a few main gun attack values and stats.<br />
<br />
* Removed problematic effects on the Risky Assassin incredibility that could potentially break some weapons and the redundant Health Gains (since the item sets your health to 1 anyway).<br />
<br />
* Moved the Green Zoomer enemy from the Pursuer to the Attacker category for spawning.<br />
<br />
* Added more safe zones and a few more enemies to the Dwarf Gambit (Au) Challenge room.<br />
<br />
* Added Buddies to the King (Au) minibosses.<br />
<br />
* Added environmental hazards to the Harrier (Au) miniboss room.<br />
<br />
* Added post-win telepad shortcuts to many rooms.<br />
<br />
* Tweaked several more rooms.<br />
<br />
* Added more visibility and sharpness to Caltrops tiles.<br />
<br />
* Increased the intensity of Energy Drain (Au) tiles.<br />
<br />
* Changed the Energy Regen (Au) and Damage Bonus (Au) tiles to stay active even after a room is cleared.<br />
<br />
* Buffed the duration of the Blood Artifact health leeching effect to 3 seconds. (Note, not the duration of the artifact itself)<br />
<br />
* Fixed an interaction bug with the Hardening Module and Penumbra's trap immunity.<br />
<br />
* Buffed Bloodlust and Necromech life leech significantly. Also clarified the Bloodlust description.<br />
<br />
* Removed the Immolated Minibot flame trail particle to improve performance and visibility. Also slightly buffed the trail fire rate and duration.<br />
** Thanks to Batman for reporting.<br />
<br />
* Fixed stacking issues with Mystery Missile Crate and Used Battery.<br />
<br />
* Re-adjusted the acceleration effect of the Temporal Turbo to be in the player's favor and made it more powerful, but harder to control. 70% acceleration for player, 20% for enemies.<br />
** Thanks to Fluffiest for inspiring this change.<br />
<br />
* Changed Fragile Generator to seed only once per run.<br />
<br />
* Reduced frequency and seeding of Back To Basics.<br />
<br />
* Set Shield Tech and Medical Emergency to not seed on the last floor of a run.<br />
<br />
* Adjusted the seeding rules for Economic Tinkering (Missile), Wormhole Journey and 4th Dimension consumables to prevent them from dropping during the tutorial.<br />
** Thanks to Arcade Buster for reporting.<br />
<br />
* Added 5% chance to get a missile on kill to the Green Envy mech.<br />
<br />
* Clarified the Alpha mech description.<br />
** Thanks to MaxBedlam for inspiring this change.<br />
<br />
* Increased the speed of low level Faceripper enemies.<br />
<br />
* Removed some of the attack restrictions from the Golden Warden on Hard mode. Have fun with that!<br />
<br />
* Added 3 new lategame main weapons: The Eradicator, Salvo Minigun and Horizon Sniper Rifle.<br />
<br />
* Added 6 new consumable drones for the base game.<br />
** Missile, Casket, LaserTwin, Overload, Riot and Biotech Drone.<br />
<br />
* Added 30 new rooms for AuGMENTED.<br />
** The Grid, Locked From Inside, Aqueduct, Middle Tower, Feel The Burn, Power Relay, Don't Shoot, Tread Lightly, Sound Wave, Duel and more.<br />
<br />
* Added 14 new communications from Rodney to the mech selection screen, based on victories.<br />
<br />
* Fixed a comm entry where Rodney was still referring to the old 10 Wardens requirement for unlocks, which was changed later to 3.<br />
<br />
* Added the Galactic Arena test chamber where you have to survive against infinitely spawning enemies with random items and weapons spawning around the arena. (Par time: 5mins)<br />
<br />
== Version 2.501 Hotfix ==<br />
(Released October 15th, 2018) <br />
<br />
* Reverted to Unity version 2017.1p4 since the newer version seemed to be causing issues for some players.<br />
** Thanks to D€mïgød§, efseykho and ThePCGamer for reporting.<br />
<br />
== Version 2.500 (Unlock Overhaul) ==<br />
(Released October 15th, 2018)<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Optimized the particle dictionaries to reduce RAM usage. This freed up space is mostly taken up by particles for the new Unlock Overhaul items, although RAM usage is still down overall even when including the new stuff.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
* Fixed a possible seeding issue with the Nanite Squids.<br />
<br />
* Changed the description of the Incinerator and Beaming Probe consumables to mention the limited durability of the probes.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Tweaked SphereMonger and ChezEyelet rooms to prevent them from becoming death traps with certain enemy combinations.<br />
<br />
* Toned down Slalom room.<br />
<br />
* Increased Centrifuge and Opticon (Au) HP slightly.<br />
<br />
* Increased the conversion rate of the Credit to Energy Converter from x5 to x10.<br />
<br />
* Increased the energy cost of the Energy to Missile Converter from 5 to 10.<br />
<br />
* Updated the Misery mode description.<br />
<br />
* Fixed a problem with missile launcher muzzle flash animations showing twice.<br />
<br />
* Tweaked the tutorial to reduce likeliness of cutting off some of the voice lines and make it possible to level up once.<br />
<br />
* Reduced Decimating Power white flash duration to improve visibility.<br />
<br />
* Halved the knockback resistance of the mobile Core Blades.<br />
<br />
* Buffed the damage of the 2-Way Missile Module (Au).<br />
<br />
* Increased the reward for completing the Puzzlemaster probation.<br />
<br />
* Fixed some typos.<br />
<br />
* Upgraded the engine from Unity 2017.1p4 to 2017.3.<br />
<br />
=== Unlock Overhaul ===<br />
<br />
** Added 87 new items to the game: 62 new unlockable items for the base game, a further 16 unlockable items for the AuGMENTED expansion, and 9 new items going straight into the base game.<br />
** Added tiered enemy seeding for the base game and the AuGMENTED expansion, based on victories.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=40514Starward Rogue:Post-1.5 Release Notes2020-09-25T02:41:19Z<p>Logorouge: /* Version 2.502 */</p>
<hr />
<div>== Version 2.502 ==<br />
(We're still working on this)<br />
<br />
* Fixes for a couple of misnamed shots with the wrong letter case, which was causing those not to be seen on Linux.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set Solar Spear to not do friendly fire<br />
** Thanks to Whistler and Fluffiest for reporting.<br />
<br />
* Set Paragon to not seed until the second floor, since the miniboss is a bit too difficult for the first floor.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed interaction problem between Condemned rooms and Risky Assassin that could be run ending. <br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed problem with a rogue testing version of the Zombot seeding which was causing some rooms to be unintentionally locked.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a weird interaction between Risky Assassin and Conductive Hull that could end a run unexpectedly.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed an issue with Deleter and re-added to the weapon pool.<br />
<br />
* Fixed Terminus losing his shield before all his Core Razors are destroyed.<br />
<br />
* Standardized the regular main weapons to have a frequency seeding of 100, the regular secondary weapons to have a frequency seeding of 80 and the boss-themed weapons to have a frequency of 40. This should help improve the balance between main and secondary weapons, since there is a much larger quantity of secondary weapons in the game.<br />
** Thanks to Fluffiest for the feedback.<br />
<br />
* Adjusted the firerate and energy cost of the boss-themed weapons.<br />
<br />
* Removed the Bombardier walking SFX for the moment since it could be annoying.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Did an accuracy pass on the range stats for Main and Secondary weapons.<br />
** Thanks to Dark Twinge for highlighting the inaccuracies.<br />
<br />
* Increased the Disruptor range slightly.<br />
<br />
* Slightly increased the range of the Point Blank perk effect.<br />
<br />
* Greatly increased the damage dealt to all enemies by the Supernova Circuit.<br />
<br />
* Changed the Overloading Circuit to consume health instead of energy.<br />
<br />
* Improved the wording of the damage bonuses to help clarify the difference between additive and multiplicative bonuses or penalties.<br />
<br />
* Clarified the descriptions of Code: DEFEND!, Carnage Circuit, Grenade Launcher, Cluster Launcher, Boarine Artifact (Au), Acutian Artifact (Au), Andorian Artifact (Au) and the Masochism probation.<br />
<br />
* Fix for being able to heal via caltrops while you have defense orbitals active. Simplified how the damage reduction/armor is implemented.<br />
<br />
* Shortened the standard shot clearing duration. This affects the duration of the shot clearing for using teleporters and during boss phase changes. This should mostly eliminate the possibility of wasting resources when using the teleporters. Both the player and bosses can now start firing shots slightly earlier after a phase change, but practically this doesn't make much of a difference to boss fights overall.<br />
<br />
* Fixed an issue with the X1_D18_QuadPuzzle room which was making it auto clear half of the time.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Moved the Win Switch in the X1_D18_Minefield room to prevent winning in 2 seconds if you entered by the "wrong" door.<br />
<br />
* Improved the performance of the Sludge Dump item.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Improved the balance of the Plague Pistol. Also made the weapons' plague cloud 50% transparent to improve visibility.<br />
** Thanks to Fluffiest and Whistler for inspiring these changes.<br />
<br />
* Fixed a longstanding bug which was causing the on hit particle location to be centred on an enemy rather than at the shot location.<br />
<br />
* Tweaked a few main gun attack values and stats.<br />
<br />
* Removed problematic effects on the Risky Assassin incredibility that could potentially break some weapons and the redundant Health Gains (since the item sets your health to 1 anyway).<br />
<br />
* Moved the Green Zoomer enemy from the Pursuer to the Attacker category for spawning.<br />
<br />
* Added more safe zones and a few more enemies to the Dwarf Gambit (Au) Challenge room.<br />
<br />
* Added Buddies to the King (Au) minibosses.<br />
<br />
* Added environmental hazards to the Harrier (Au) miniboss room.<br />
<br />
* Added post-win telepad shortcuts to many rooms.<br />
<br />
* Tweaked several more rooms.<br />
<br />
* Added more visibility and sharpness to Caltrops tiles.<br />
<br />
* Increased the intensity of Energy Drain (Au) tiles.<br />
<br />
* Changed the Energy Regen (Au) and Damage Bonus (Au) tiles to stay active even after a room is cleared.<br />
<br />
* Buffed the duration of the Blood Artifact health leeching effect to 3 seconds. (Note, not the duration of the artifact itself)<br />
<br />
* Fixed an interaction bug with the Hardening Module and Penumbra's trap immunity.<br />
<br />
* Buffed Bloodlust and Necromech life leech significantly. Also clarified the Bloodlust description.<br />
<br />
* Removed the Immolated Minibot flame trail particle to improve performance and visibility. Also slightly buffed the trail fire rate and duration.<br />
** Thanks to Batman for reporting.<br />
<br />
* Fixed stacking issues with Mystery Missile Crate and Used Battery.<br />
<br />
* Re-adjusted the acceleration effect of the Temporal Turbo to be in the player's favor and made it more powerful, but harder to control. 70% acceleration for player, 20% for enemies.<br />
** Thanks to Fluffiest for inspiring this change.<br />
<br />
* Changed Fragile Generator to seed only once per run.<br />
<br />
* Reduced frequency and seeding of Back To Basics.<br />
<br />
* Set Shield Tech and Medical Emergency to not seed on the last floor of a run.<br />
<br />
* Added 5% chance to get a missile on kill to the Green Envy mech.<br />
<br />
* Clarified the Alpha mech description.<br />
**Thanks to MaxBedlam for inspiring this change.<br />
<br />
* Increased the speed of low level Faceripper enemies.<br />
<br />
* Removed some of the attack restrictions from the Golden Warden on Hard mode. Have fun with that!<br />
<br />
* Added 6 new consumable drones for the base game.<br />
** Missile, Casket, LaserTwin, Overload, Riot and Biotech Drone.<br />
<br />
* Added 25 new rooms for AuGMENTED.<br />
** The Grid, Locked From Inside, Aqueduct, Middle Tower, Feel The Burn, Power Relay, Don't Shoot, Tread Lightly, Sound Wave, Duel and more.<br />
<br />
* Added 14 new communications from Rodney to the mech selection screen, based on victories.<br />
<br />
* Fixed a comm entry where Rodney was still referring to the old 10 Wardens requirement for unlocks, which was changed later to 3.<br />
<br />
* Added the Galactic Arena test chamber where you have to survive against infinitely spawning enemies with random items and weapons spawning around the arena. (Par time: 5mins)<br />
<br />
== Version 2.501 Hotfix ==<br />
(Released October 15th, 2018) <br />
<br />
* Reverted to Unity version 2017.1p4 since the newer version seemed to be causing issues for some players.<br />
** Thanks to D€mïgød§, efseykho and ThePCGamer for reporting.<br />
<br />
== Version 2.500 (Unlock Overhaul) ==<br />
(Released October 15th, 2018)<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Optimized the particle dictionaries to reduce RAM usage. This freed up space is mostly taken up by particles for the new Unlock Overhaul items, although RAM usage is still down overall even when including the new stuff.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
* Fixed a possible seeding issue with the Nanite Squids.<br />
<br />
* Changed the description of the Incinerator and Beaming Probe consumables to mention the limited durability of the probes.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Tweaked SphereMonger and ChezEyelet rooms to prevent them from becoming death traps with certain enemy combinations.<br />
<br />
* Toned down Slalom room.<br />
<br />
* Increased Centrifuge and Opticon (Au) HP slightly.<br />
<br />
* Increased the conversion rate of the Credit to Energy Converter from x5 to x10.<br />
<br />
* Increased the energy cost of the Energy to Missile Converter from 5 to 10.<br />
<br />
* Updated the Misery mode description.<br />
<br />
* Fixed a problem with missile launcher muzzle flash animations showing twice.<br />
<br />
* Tweaked the tutorial to reduce likeliness of cutting off some of the voice lines and make it possible to level up once.<br />
<br />
* Reduced Decimating Power white flash duration to improve visibility.<br />
<br />
* Halved the knockback resistance of the mobile Core Blades.<br />
<br />
* Buffed the damage of the 2-Way Missile Module (Au).<br />
<br />
* Increased the reward for completing the Puzzlemaster probation.<br />
<br />
* Fixed some typos.<br />
<br />
* Upgraded the engine from Unity 2017.1p4 to 2017.3.<br />
<br />
=== Unlock Overhaul ===<br />
<br />
** Added 87 new items to the game: 62 new unlockable items for the base game, a further 16 unlockable items for the AuGMENTED expansion, and 9 new items going straight into the base game.<br />
** Added tiered enemy seeding for the base game and the AuGMENTED expansion, based on victories.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=40430Starward Rogue:Post-1.5 Release Notes2020-09-17T00:35:56Z<p>Logorouge: /* Version 2.502 */</p>
<hr />
<div>== Version 2.502 ==<br />
(We're still working on this)<br />
<br />
* Fixes for a couple of misnamed shots with the wrong letter case, which was causing those not to be seen on Linux.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set Solar Spear to not do friendly fire<br />
** Thanks to Whistler and Fluffiest for reporting.<br />
<br />
* Set Paragon to not seed until the second floor, since the miniboss is a bit too difficult for the first floor.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed interaction problem between Condemned rooms and Risky Assassin that could be run ending. <br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed problem with a rogue testing version of the Zombot seeding which was causing some rooms to be unintentionally locked.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a weird interaction between Risky Assassin and Conductive Hull that could end a run unexpectedly.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed an issue with Deleter and re-added to the weapon pool.<br />
<br />
* Fixed Terminus losing his shield before all his Core Razors are destroyed.<br />
<br />
* Standardized the regular main weapons to have a frequency seeding of 100, the regular secondary weapons to have a frequency seeding of 80 and the boss-themed weapons to have a frequency of 40. This should help improve the balance between main and secondary weapons, since there is a much larger quantity of secondary weapons in the game.<br />
** Thanks to Fluffiest for the feedback.<br />
<br />
* Adjusted the firerate and energy cost of the boss-themed weapons.<br />
<br />
* Removed the Bombardier walking SFX for the moment since it could be annoying.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Did an accuracy pass on the range stats for Main and Secondary weapons.<br />
** Thanks to Dark Twinge for highlighting the inaccuracies.<br />
<br />
* Increased the Disruptor range slightly.<br />
<br />
* Slightly increased the range of the Point Blank perk effect.<br />
<br />
* Greatly increased the damage dealt to all enemies by the Supernova Circuit.<br />
<br />
* Changed the Overloading Circuit to consume health instead of energy.<br />
<br />
* Improved the wording of the damage bonuses to help clarify the difference between additive and multiplicative bonuses or penalties.<br />
<br />
* Clarified the descriptions of Code: DEFEND!, Carnage Circuit, Grenade Launcher, Cluster Launcher and the Masochism probation.<br />
<br />
* Fix for being able to heal via caltrops while you have defense orbitals active. Simplified how the damage reduction/armor is implemented.<br />
<br />
* Shortened the standard shot clearing duration. This affects the duration of the shot clearing for using teleporters and during boss phase changes. This should mostly eliminate the possibility of wasting resources when using the teleporters. Both the player and bosses can now start firing shots slightly earlier after a phase change, but practically this doesn't make much of a difference to boss fights overall.<br />
<br />
* Fixed an issue with the X1_D18_QuadPuzzle room which was making it auto clear half of the time.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Moved the Win Switch in the X1_D18_Minefield room to prevent winning in 2 seconds if you entered by the "wrong" door.<br />
<br />
* Improved the performance of the Sludge Dump item.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Improved the balance of the Plague Pistol. Also made the weapons' plague cloud 50% transparent to improve visibility.<br />
** Thanks to Fluffiest and Whistler for inspiring these changes.<br />
<br />
* Fixed a longstanding bug which was causing the on hit particle location to be centred on an enemy rather than at the shot location.<br />
<br />
* Tweaked a few main gun attack values and stats.<br />
<br />
* Removed problematic effects on the Risky Assassin incredibility that could potentially break some weapons and the redundant Health Gains (since the item sets your health to 1 anyway).<br />
<br />
* Moved the Green Zoomer enemy from the Pursuer to the Attacker category for spawning.<br />
<br />
* Added more safe zones and a few more enemies to the Dwarf Gambit (Au) Challenge room.<br />
<br />
* Added Buddies to the King (Au) minibosses.<br />
<br />
* Added environmental hazards to the Harrier (Au) miniboss room.<br />
<br />
* Added post-win telepad shortcuts to many rooms.<br />
<br />
* Tweaked several more rooms.<br />
<br />
* Added more visibility and sharpness to Caltrops tiles.<br />
<br />
* Increased the intensity of Energy Drain (Au) tiles.<br />
<br />
* Changed the Energy Regen (Au) and Damage Bonus (Au) tiles to stay active even after a room is cleared.<br />
<br />
* Buffed the duration of the Blood Artifact health leeching effect to 3 seconds. (Note, not the duration of the artifact itself)<br />
<br />
* Fixed an interaction bug with the Hardening Module and Penumbra's trap immunity.<br />
<br />
* Buffed Bloodlust and Necromech life leech significantly. Also clarified the Bloodlust description.<br />
<br />
* Removed the Immolated Minibot flame trail particle to improve performance and visibility. Also slightly buffed the trail fire rate and duration.<br />
** Thanks to Batman for reporting.<br />
<br />
* Fixed stacking issues with Mystery Missile Crate and Used Battery.<br />
<br />
* Re-adjusted the acceleration effect of the Temporal Turbo to be in the player's favor and made it more powerful, but harder to control. 70% acceleration for player, 20% for enemies.<br />
** Thanks to Fluffiest for inspiring this change.<br />
<br />
* Changed Fragile Generator to seed only once per run.<br />
<br />
* Reduced frequency and seeding of Back To Basics.<br />
<br />
* Set Shield Tech and Medical Emergency to not seed on the last floor of a run.<br />
<br />
* Added 5% chance to get a missile on kill to the Green Envy mech.<br />
<br />
* Clarified the Alpha mech description.<br />
**Thanks to MaxBedlam for inspiring this change.<br />
<br />
* Increased the speed of low level Faceripper enemies.<br />
<br />
* Removed some of the attack restrictions from the Golden Warden on Hard mode. Have fun with that!<br />
<br />
* Added 6 new consumable drones for the base game.<br />
** Missile, Casket, LaserTwin, Overload, Riot and Biotech Drone.<br />
<br />
* Added 25 new rooms for AuGMENTED.<br />
** The Grid, Locked From Inside, Aqueduct, Middle Tower, Feel The Burn, Power Relay, Don't Shoot, Tread Lightly, Sound Wave, Duel and more.<br />
<br />
* Added 14 new communications from Rodney to the mech selection screen, based on victories.<br />
<br />
* Fixed a comm entry where Rodney was still referring to the old 10 Wardens requirement for unlocks, which was changed later to 3.<br />
<br />
* Added the Galactic Arena test chamber where you have to survive against infinitely spawning enemies with random items and weapons spawning around the arena. (Par time: 5mins)<br />
<br />
== Version 2.501 Hotfix ==<br />
(Released October 15th, 2018) <br />
<br />
* Reverted to Unity version 2017.1p4 since the newer version seemed to be causing issues for some players.<br />
** Thanks to D€mïgød§, efseykho and ThePCGamer for reporting.<br />
<br />
== Version 2.500 (Unlock Overhaul) ==<br />
(Released October 15th, 2018)<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Optimized the particle dictionaries to reduce RAM usage. This freed up space is mostly taken up by particles for the new Unlock Overhaul items, although RAM usage is still down overall even when including the new stuff.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
* Fixed a possible seeding issue with the Nanite Squids.<br />
<br />
* Changed the description of the Incinerator and Beaming Probe consumables to mention the limited durability of the probes.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Tweaked SphereMonger and ChezEyelet rooms to prevent them from becoming death traps with certain enemy combinations.<br />
<br />
* Toned down Slalom room.<br />
<br />
* Increased Centrifuge and Opticon (Au) HP slightly.<br />
<br />
* Increased the conversion rate of the Credit to Energy Converter from x5 to x10.<br />
<br />
* Increased the energy cost of the Energy to Missile Converter from 5 to 10.<br />
<br />
* Updated the Misery mode description.<br />
<br />
* Fixed a problem with missile launcher muzzle flash animations showing twice.<br />
<br />
* Tweaked the tutorial to reduce likeliness of cutting off some of the voice lines and make it possible to level up once.<br />
<br />
* Reduced Decimating Power white flash duration to improve visibility.<br />
<br />
* Halved the knockback resistance of the mobile Core Blades.<br />
<br />
* Buffed the damage of the 2-Way Missile Module (Au).<br />
<br />
* Increased the reward for completing the Puzzlemaster probation.<br />
<br />
* Fixed some typos.<br />
<br />
* Upgraded the engine from Unity 2017.1p4 to 2017.3.<br />
<br />
=== Unlock Overhaul ===<br />
<br />
** Added 87 new items to the game: 62 new unlockable items for the base game, a further 16 unlockable items for the AuGMENTED expansion, and 9 new items going straight into the base game.<br />
** Added tiered enemy seeding for the base game and the AuGMENTED expansion, based on victories.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=40168Starward Rogue:Post-1.5 Release Notes2020-09-06T16:39:25Z<p>Logorouge: /* Version 2.502 */</p>
<hr />
<div>== Version 2.502 ==<br />
(We're still working on this)<br />
<br />
* Fixes for a couple of misnamed shots with the wrong letter case, which was causing those not to be seen on Linux.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set Solar Spear to not do friendly fire<br />
** Thanks to Whistler and Fluffiest for reporting.<br />
<br />
* Set Paragon to not seed until the second floor, since the miniboss is a bit too difficult for the first floor.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed interaction problem between Condemned rooms and Risky Assassin that could be run ending. <br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed problem with a rogue testing version of the Zombot seeding which was causing some rooms to be unintentionally locked.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a weird interaction between Risky Assassin and Conductive Hull that could end a run unexpectedly.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed Terminus losing his shield before all his Core Razors are destroyed.<br />
<br />
* Standardized the regular main weapons to have a frequency seeding of 100, the regular secondary weapons to have a frequency seeding of 80 and the boss-themed weapons to have a frequency of 40. This should help improve the balance between main and secondary weapons, since there is a much larger quantity of secondary weapons in the game.<br />
** Thanks to Fluffiest for the feedback.<br />
<br />
* Adjusted the firerate and energy cost of the boss-themed weapons.<br />
<br />
* Removed the Bombardier walking SFX for the moment since it could be annoying.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Did an accuracy pass on the range stats for Main and Secondary weapons.<br />
** Thanks to Dark Twinge for highlighting the inaccuracies.<br />
<br />
* Increased the Disruptor range slightly.<br />
<br />
* Slightly increased the range of the Point Blank perk effect.<br />
<br />
* Greatly increased the damage dealt to all enemies by the Supernova Circuit.<br />
<br />
* Changed the Overloading Circuit to consume health instead of energy.<br />
<br />
* Improved the wording of the damage bonuses to help clarify the difference between additive and multiplicative bonuses or penalties.<br />
<br />
* Clarified the descriptions of Code: DEFEND!, Carnage Circuit, Grenade Launcher and Cluster Launcher.<br />
<br />
* Fix for being able to heal via caltrops while you have defense orbitals active. Simplified how the damage reduction/armor is implemented.<br />
<br />
* Shortened the standard shot clearing duration. This affects the duration of the shot clearing for using teleporters and during boss phase changes. This should mostly eliminate the possibility of wasting resources when using the teleporters. Both the player and bosses can now start firing shots slightly earlier after a phase change, but practically this doesn't make much of a difference to boss fights overall.<br />
<br />
* Fixed an issue with the X1_D18_QuadPuzzle room which was making it auto clear half of the time.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Moved the Win Switch in the X1_D18_Minefield room to prevent winning in 2 seconds if you entered by the "wrong" door.<br />
<br />
* Improved the performance of the Sludge Dump item.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Improved the balance of the Plague Pistol. Also made the weapons' plague cloud 50% transparent to improve visibility.<br />
** Thanks to Fluffiest and Whistler for inspiring these changes.<br />
<br />
* Fixed a longstanding bug which was causing the on hit particle location to be centred on an enemy rather than at the shot location.<br />
<br />
* Tweaked a few main gun attack values and stats.<br />
<br />
* Removed problematic effects on the Risky Assassin incredibility that could potentially break some weapons and the redundant Health Gains (since the item sets your health to 1 anyway).<br />
<br />
* Moved the Green Zoomer enemy from the Pursuer to the Attacker category for spawning.<br />
<br />
* Added more safe zones and a few more enemies to the Dwarf Gambit (Au) Challenge room.<br />
<br />
* Added Buddies to the King (Au) minibosses.<br />
<br />
* Added environmental hazards to the Harrier (Au) miniboss room.<br />
<br />
* Added post-win telepad shortcuts to many rooms.<br />
<br />
* Tweaked several more rooms.<br />
<br />
* Added more visibility and sharpness to Caltrops tiles.<br />
<br />
* Increased the intensity of Energy Drain tiles.<br />
<br />
* Buffed the duration of the Blood Artifact health leeching effect to 3 seconds. (Note, not the duration of the artifact itself)<br />
<br />
* Fixed an interaction bug with the Hardening Module and Penumbra's trap immunity.<br />
<br />
* Buffed Bloodlust and Necromech life leech significantly. Also clarified the Bloodlust description.<br />
<br />
* Removed the Immolated Minibot flame trail particle to improve performance and visibility. Also slightly buffed the trail fire rate and duration.<br />
** Thanks to Batman for reporting.<br />
<br />
* Fixed stacking issues with Mystery Missile Crate and Used Battery.<br />
<br />
* Re-adjusted the acceleration effect of the Temporal Turbo to be in the player's favor and made it more powerful, but harder to control. 70% acceleration for player, 20% for enemies.<br />
** Thanks to Fluffiest for inspiring this change.<br />
<br />
* Changed Fragile Generator to seed only once per run.<br />
<br />
* Set Shield Tech and Medical Emergency to not seed on the last floor of a run.<br />
<br />
* Added 5% chance to get a missile on kill to the Green Envy mech.<br />
<br />
* Clarified the Alpha mech description.<br />
**Thanks to MaxBedlam for inspiring this change.<br />
<br />
* Increased the speed of low level Faceripper enemies.<br />
<br />
* Removed some of the attack restrictions from the Golden Warden on Hard mode. Have fun with that!<br />
<br />
* Added 6 new consumable drones for the base game.<br />
** Missile, Casket, LaserTwin, Overload, Riot and Biotech Drone.<br />
<br />
* Added 25 new rooms for AuGMENTED.<br />
** The Grid, Locked From Inside, Aqueduct, Middle Tower, Feel The Burn, Power Relay, Don't Shoot, Tread Lightly, Sound Wave, Duel and more.<br />
<br />
* Added 14 new communications from Rodney to the mech selection screen, based on victories.<br />
<br />
* Fixed a comm entry where Rodney was still referring to the old 10 Wardens requirement for unlocks, which was changed later to 3.<br />
<br />
* Added the Galactic Arena test chamber where you have to survive against infinitely spawning enemies with random items and weapons spawning around the arena. (Par time: 5mins)<br />
<br />
== Version 2.501 Hotfix ==<br />
(Released October 15th, 2018) <br />
<br />
* Reverted to Unity version 2017.1p4 since the newer version seemed to be causing issues for some players.<br />
** Thanks to D€mïgød§, efseykho and ThePCGamer for reporting.<br />
<br />
== Version 2.500 (Unlock Overhaul) ==<br />
(Released October 15th, 2018)<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Optimized the particle dictionaries to reduce RAM usage. This freed up space is mostly taken up by particles for the new Unlock Overhaul items, although RAM usage is still down overall even when including the new stuff.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
* Fixed a possible seeding issue with the Nanite Squids.<br />
<br />
* Changed the description of the Incinerator and Beaming Probe consumables to mention the limited durability of the probes.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Tweaked SphereMonger and ChezEyelet rooms to prevent them from becoming death traps with certain enemy combinations.<br />
<br />
* Toned down Slalom room.<br />
<br />
* Increased Centrifuge and Opticon (Au) HP slightly.<br />
<br />
* Increased the conversion rate of the Credit to Energy Converter from x5 to x10.<br />
<br />
* Increased the energy cost of the Energy to Missile Converter from 5 to 10.<br />
<br />
* Updated the Misery mode description.<br />
<br />
* Fixed a problem with missile launcher muzzle flash animations showing twice.<br />
<br />
* Tweaked the tutorial to reduce likeliness of cutting off some of the voice lines and make it possible to level up once.<br />
<br />
* Reduced Decimating Power white flash duration to improve visibility.<br />
<br />
* Halved the knockback resistance of the mobile Core Blades.<br />
<br />
* Buffed the damage of the 2-Way Missile Module (Au).<br />
<br />
* Increased the reward for completing the Puzzlemaster probation.<br />
<br />
* Fixed some typos.<br />
<br />
* Upgraded the engine from Unity 2017.1p4 to 2017.3.<br />
<br />
=== Unlock Overhaul ===<br />
<br />
** Added 87 new items to the game: 62 new unlockable items for the base game, a further 16 unlockable items for the AuGMENTED expansion, and 9 new items going straight into the base game.<br />
** Added tiered enemy seeding for the base game and the AuGMENTED expansion, based on victories.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=40162Starward Rogue:Post-1.5 Release Notes2020-09-05T13:40:07Z<p>Logorouge: /* Version 2.502 */</p>
<hr />
<div>== Version 2.502 ==<br />
(We're still working on this)<br />
<br />
* Fixes for a couple of misnamed shots with the wrong letter case, which was causing those not to be seen on Linux.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set Solar Spear to not do friendly fire<br />
** Thanks to Whistler and Fluffiest for reporting.<br />
<br />
* Set Paragon to not seed until the second floor, since the miniboss is a bit too difficult for the first floor.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed interaction problem between Condemned rooms and Risky Assassin that could be run ending. <br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed problem with a rogue testing version of the Zombot seeding which was causing some rooms to be unintentionally locked.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a weird interaction between Risky Assassin and Conductive Hull that could end a run unexpectedly.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed Terminus losing his shield before all his Core Razors are destroyed.<br />
<br />
* Standardized the regular main weapons to have a frequency seeding of 100, the regular secondary weapons to have a frequency seeding of 80 and the boss-themed weapons to have a frequency of 40. This should help improve the balance between main and secondary weapons, since there is a much larger quantity of secondary weapons in the game.<br />
** Thanks to Fluffiest for the feedback.<br />
<br />
* Removed the Bombardier walking SFX for the moment since it could be annoying.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Did an accuracy pass on the range stats for Main and Secondary weapons.<br />
** Thanks to Dark Twinge for highlighting the inaccuracies.<br />
<br />
* Increased the Disruptor range slightly.<br />
<br />
* Slightly increased the range of the Point Blank perk effect.<br />
<br />
* Greatly increased the damage dealt to all enemies by the Supernova Circuit.<br />
<br />
* Changed the Overloading Circuit to consume health instead of energy.<br />
<br />
* Improved the wording of the damage bonuses to help clarify the difference between additive and multiplicative bonuses or penalties.<br />
<br />
* Clarified the descriptions of Code: DEFEND! and Carnage Circuit.<br />
<br />
* Fix for being able to heal via caltrops while you have defense orbitals active. Simplified how the damage reduction/armor is implemented.<br />
<br />
* Shortened the standard shot clearing duration. This affects the duration of the shot clearing for using teleporters and during boss phase changes. This should mostly eliminate the possibility of wasting resources when using the teleporters. Both the player and bosses can now start firing shots slightly earlier after a phase change, but practically this doesn't make much of a difference to boss fights overall.<br />
<br />
* Fixed an issue with the X1_D18_QuadPuzzle room which was making it auto clear half of the time.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Moved the Win Switch in the X1_D18_Minefield room to prevent winning in 2 seconds if you entered by the "wrong" door.<br />
<br />
* Improved the performance of the Sludge Dump item.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Improved the balance of the Plague Pistol. Also made the weapons' plague cloud 50% transparent to improve visibility.<br />
** Thanks to Fluffiest and Whistler for inspiring these changes.<br />
<br />
* Fixed a longstanding bug which was causing the on hit particle location to be centred on an enemy rather than at the shot location.<br />
<br />
* Tweaked a few main gun attack values and stats.<br />
<br />
* Removed problematic effects on the Risky Assassin incredibility that could potentially break some weapons and the redundant Health Gains (since the item sets your health to 1 anyway).<br />
<br />
* Moved the Green Zoomer enemy from the Pursuer to the Attacker category for spawning.<br />
<br />
* Added more safe zones and a few more enemies to the Dwarf Gambit (Au) Challenge room.<br />
<br />
* Added Buddies to the King (Au) minibosses.<br />
<br />
* Added environmental hazards to the Harrier (Au) miniboss room.<br />
<br />
* Added post-win telepad shortcuts to many rooms.<br />
<br />
* Tweaked several more rooms.<br />
<br />
* Increased the intensity of Energy Drain tiles.<br />
<br />
* Buffed the duration of the Blood Artifact health leeching effect to 3 seconds. (Note, not the duration of the artifact itself)<br />
<br />
* Fixed an interaction bug with the Hardening Module and Penumbra's trap immunity.<br />
<br />
* Buffed Bloodlust and Necromech life leech significantly. Also clarified the Bloodlust description.<br />
<br />
* Removed the Immolated Minibot flame trail particle to improve performance and visibility. Also slightly buffed the trail fire rate and duration.<br />
** Thanks to Batman for reporting.<br />
<br />
* Fixed stacking issues with Mystery Missile Crate and Used Battery.<br />
<br />
* Re-adjusted the acceleration effect of the Temporal Turbo to be in the player's favor and made it more powerful, but harder to control. 70% acceleration for player, 20% for enemies.<br />
** Thanks to Fluffiest for inspiring this change.<br />
<br />
* Changed Fragile Generator to seed only once per run.<br />
<br />
* Set Shield Tech to not seed on the last floor of a run.<br />
<br />
* Added 5% chance to get a missile on kill to the Green Envy mech.<br />
<br />
* Clarified the Alpha mech description.<br />
**Thanks to MaxBedlam for inspiring this change.<br />
<br />
* Increased the speed of low level Faceripper enemies.<br />
<br />
* Removed some of the attack restrictions from the Golden Warden on Hard mode. Have fun with that!<br />
<br />
* Added 6 new consumable drones for the base game.<br />
** Missile, Casket, LaserTwin, Overload, Riot and Biotech Drone.<br />
<br />
* Added 25 new rooms for AuGMENTED.<br />
** The Grid, Locked From Inside, Aqueduct, Middle Tower, Feel The Burn, Power Relay, Don't Shoot, Tread Lightly, Sound Wave, Duel and more.<br />
<br />
* Added 14 new communications from Rodney to the mech selection screen, based on victories.<br />
<br />
* Fixed a comm entry where Rodney was still referring to the old 10 Wardens requirement for unlocks, which was changed later to 3.<br />
<br />
* Added the Galactic Arena test chamber where you have to survive against infinitely spawning enemies with random items and weapons spawning around the arena. (Par time: 5mins)<br />
<br />
== Version 2.501 Hotfix ==<br />
(Released October 15th, 2018) <br />
<br />
* Reverted to Unity version 2017.1p4 since the newer version seemed to be causing issues for some players.<br />
** Thanks to D€mïgød§, efseykho and ThePCGamer for reporting.<br />
<br />
== Version 2.500 (Unlock Overhaul) ==<br />
(Released October 15th, 2018)<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Optimized the particle dictionaries to reduce RAM usage. This freed up space is mostly taken up by particles for the new Unlock Overhaul items, although RAM usage is still down overall even when including the new stuff.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
* Fixed a possible seeding issue with the Nanite Squids.<br />
<br />
* Changed the description of the Incinerator and Beaming Probe consumables to mention the limited durability of the probes.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Tweaked SphereMonger and ChezEyelet rooms to prevent them from becoming death traps with certain enemy combinations.<br />
<br />
* Toned down Slalom room.<br />
<br />
* Increased Centrifuge and Opticon (Au) HP slightly.<br />
<br />
* Increased the conversion rate of the Credit to Energy Converter from x5 to x10.<br />
<br />
* Increased the energy cost of the Energy to Missile Converter from 5 to 10.<br />
<br />
* Updated the Misery mode description.<br />
<br />
* Fixed a problem with missile launcher muzzle flash animations showing twice.<br />
<br />
* Tweaked the tutorial to reduce likeliness of cutting off some of the voice lines and make it possible to level up once.<br />
<br />
* Reduced Decimating Power white flash duration to improve visibility.<br />
<br />
* Halved the knockback resistance of the mobile Core Blades.<br />
<br />
* Buffed the damage of the 2-Way Missile Module (Au).<br />
<br />
* Increased the reward for completing the Puzzlemaster probation.<br />
<br />
* Fixed some typos.<br />
<br />
* Upgraded the engine from Unity 2017.1p4 to 2017.3.<br />
<br />
=== Unlock Overhaul ===<br />
<br />
** Added 87 new items to the game: 62 new unlockable items for the base game, a further 16 unlockable items for the AuGMENTED expansion, and 9 new items going straight into the base game.<br />
** Added tiered enemy seeding for the base game and the AuGMENTED expansion, based on victories.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=40135Starward Rogue:Post-1.5 Release Notes2020-09-03T23:26:01Z<p>Logorouge: /* Version 2.502 */</p>
<hr />
<div>== Version 2.502 ==<br />
(We're still working on this)<br />
<br />
* Fixes for a couple of misnamed shots with the wrong letter case, which was causing those not to be seen on Linux.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set Solar Spear to not do friendly fire<br />
** Thanks to Whistler and Fluffiest for reporting.<br />
<br />
* Set Paragon to not seed until the second floor, since the miniboss is a bit too difficult for the first floor.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed interaction problem between Condemned rooms and Risky Assassin that could be run ending. <br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed problem with a rogue testing version of the Zombot seeding which was causing some rooms to be unintentionally locked.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a weird interaction between Risky Assassin and Conductive Hull that could end a run unexpectedly.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Standardized the regular main weapons to have a frequency seeding of 100, the regular secondary weapons to have a frequency seeding of 80 and the boss-themed weapons to have a frequency of 40. This should help improve the balance between main and secondary weapons, since there is a much larger quantity of secondary weapons in the game.<br />
** Thanks to Fluffiest for the feedback.<br />
<br />
* Removed the Bombardier walking SFX for the moment since it could be annoying.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Did an accuracy pass on the range stats for Main and Secondary weapons.<br />
** Thanks to Dark Twinge for highlighting the inaccuracies.<br />
<br />
* Increased the Disruptor range slightly.<br />
<br />
* Slightly increased the range of the Point Blank perk effect.<br />
<br />
* Greatly increased the damage dealt to all enemies by the Supernova Circuit.<br />
<br />
* Changed the Overloading Circuit to consume health instead of energy.<br />
<br />
* Improved the wording of the damage bonuses to help clarify the difference between additive and multiplicative bonuses or penalties.<br />
<br />
* Clarified the descriptions of Code: DEFEND! and Carnage Circuit.<br />
<br />
* Fix for being able to heal via caltrops while you have defense orbitals active. Simplified how the damage reduction/armor is implemented.<br />
<br />
* Shortened the standard shot clearing duration. This affects the duration of the shot clearing for using teleporters and during boss phase changes. This should mostly eliminate the possibility of wasting resources when using the teleporters. Both the player and bosses can now start firing shots slightly earlier after a phase change, but practically this doesn't make much of a difference to boss fights overall.<br />
<br />
* Fixed an issue with the X1_D18_QuadPuzzle room which was making it auto clear half of the time.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Moved the Win Switch in the X1_D18_Minefield room to prevent winning in 2 seconds if you entered by the "wrong" door.<br />
<br />
* Improved the performance of the Sludge Dump item.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Improved the balance of the Plague Pistol. Also made the weapons' plague cloud 50% transparent to improve visibility.<br />
** Thanks to Fluffiest and Whistler for inspiring these changes.<br />
<br />
* Fixed a longstanding bug which was causing the on hit particle location to be centred on an enemy rather than at the shot location.<br />
<br />
* Tweaked a few main gun attack values and stats.<br />
<br />
* Removed problematic effects on the Risky Assassin incredibility that could potentially break some weapons and the redundant Health Gains (since the item sets your health to 1 anyway).<br />
<br />
* Moved the Green Zoomer enemy from the Pursuer to the Attacker category for spawning.<br />
<br />
* Added more safe zones and a few more enemies to the Dwarf Gambit (Au) Challenge room.<br />
<br />
* Added Buddies to the King (Au) minibosses.<br />
<br />
* Added environmental hazards to the Harrier (Au) miniboss room.<br />
<br />
* Added post-win telepad shortcuts to many rooms.<br />
<br />
* Tweaked several more rooms.<br />
<br />
* Increased the intensity of Energy Drain tiles.<br />
<br />
* Buffed the duration of the Blood Artifact health leeching effect to 3 seconds. (Note, not the duration of the artifact itself)<br />
<br />
* Fixed an interaction bug with the Hardening Module and Penumbra's trap immunity.<br />
<br />
* Buffed Bloodlust and Necromech life leech significantly. Also clarified the Bloodlust description.<br />
<br />
* Removed the Immolated Minibot flame trail particle to improve performance and visibility. Also slightly buffed the trail fire rate and duration.<br />
** Thanks to Batman for reporting.<br />
<br />
* Fixed stacking issues with Mystery Missile Crate and Used Battery.<br />
<br />
* Re-adjusted the acceleration effect of the Temporal Turbo to be in the player's favor and made it more powerful, but harder to control. 70% acceleration for player, 20% for enemies.<br />
** Thanks to Fluffiest for inspiring this change.<br />
<br />
* Changed Fragile Generator to seed only once per run.<br />
<br />
* Increased the speed of low level Faceripper enemies.<br />
<br />
* Removed some of the attack restrictions from the Golden Warden on Hard mode. Have fun with that!<br />
<br />
* Added 6 new consumable drones for the base game.<br />
** Missile, Casket, LaserTwin, Overload, Riot and Biotech Drone.<br />
<br />
* Added 25 new rooms for AuGMENTED.<br />
** The Grid, Locked From Inside, Aqueduct, Middle Tower, Feel The Burn, Power Relay, Don't Shoot, Tread Lightly, Sound Wave, Duel and more.<br />
<br />
* Added 14 new communications from Rodney to the mech selection screen, based on victories.<br />
<br />
* Fixed a comm entry where Rodney was still referring to the old 10 Wardens requirement for unlocks, which was changed later to 3.<br />
<br />
== Version 2.501 Hotfix ==<br />
(Released October 15th, 2018) <br />
<br />
* Reverted to Unity version 2017.1p4 since the newer version seemed to be causing issues for some players.<br />
** Thanks to D€mïgød§, efseykho and ThePCGamer for reporting.<br />
<br />
== Version 2.500 (Unlock Overhaul) ==<br />
(Released October 15th, 2018)<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Optimized the particle dictionaries to reduce RAM usage. This freed up space is mostly taken up by particles for the new Unlock Overhaul items, although RAM usage is still down overall even when including the new stuff.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
* Fixed a possible seeding issue with the Nanite Squids.<br />
<br />
* Changed the description of the Incinerator and Beaming Probe consumables to mention the limited durability of the probes.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Tweaked SphereMonger and ChezEyelet rooms to prevent them from becoming death traps with certain enemy combinations.<br />
<br />
* Toned down Slalom room.<br />
<br />
* Increased Centrifuge and Opticon (Au) HP slightly.<br />
<br />
* Increased the conversion rate of the Credit to Energy Converter from x5 to x10.<br />
<br />
* Increased the energy cost of the Energy to Missile Converter from 5 to 10.<br />
<br />
* Updated the Misery mode description.<br />
<br />
* Fixed a problem with missile launcher muzzle flash animations showing twice.<br />
<br />
* Tweaked the tutorial to reduce likeliness of cutting off some of the voice lines and make it possible to level up once.<br />
<br />
* Reduced Decimating Power white flash duration to improve visibility.<br />
<br />
* Halved the knockback resistance of the mobile Core Blades.<br />
<br />
* Buffed the damage of the 2-Way Missile Module (Au).<br />
<br />
* Increased the reward for completing the Puzzlemaster probation.<br />
<br />
* Fixed some typos.<br />
<br />
* Upgraded the engine from Unity 2017.1p4 to 2017.3.<br />
<br />
=== Unlock Overhaul ===<br />
<br />
** Added 87 new items to the game: 62 new unlockable items for the base game, a further 16 unlockable items for the AuGMENTED expansion, and 9 new items going straight into the base game.<br />
** Added tiered enemy seeding for the base game and the AuGMENTED expansion, based on victories.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=40134Starward Rogue:Post-1.5 Release Notes2020-09-03T22:59:41Z<p>Logorouge: /* Version 2.502 */</p>
<hr />
<div>== Version 2.502 ==<br />
(We're still working on this)<br />
<br />
* Fixes for a couple of misnamed shots with the wrong letter case, which was causing those not to be seen on Linux.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set Solar Spear to not do friendly fire<br />
** Thanks to Whistler and Fluffiest for reporting.<br />
<br />
* Set Paragon to not seed until the second floor, since the miniboss is a bit too difficult for the first floor.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed interaction problem between Condemned rooms and Risky Assassin that could be run ending. <br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed problem with a rogue testing version of the Zombot seeding which was causing some rooms to be unintentionally locked.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a weird interaction between Risky Assassin and Conductive Hull that could end a run unexpectedly.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Standardized the regular main weapons to have a frequency seeding of 100, the regular secondary weapons to have a frequency seeding of 80 and the boss-themed weapons to have a frequency of 40. This should help improve the balance between main and secondary weapons, since there is a much larger quantity of secondary weapons in the game.<br />
** Thanks to Fluffiest for the feedback.<br />
<br />
* Removed the Bombardier walking SFX for the moment since it could be annoying.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Did an accuracy pass on the range stats for Main and Secondary weapons.<br />
** Thanks to Dark Twinge for highlighting the inaccuracies.<br />
<br />
* Increased the Disruptor range slightly.<br />
<br />
* Slightly increased the range of the Point Blank perk effect.<br />
<br />
* Greatly increased the damage dealt to all enemies by the Supernova Circuit.<br />
<br />
* Changed the Overloading Circuit to consume health instead of energy.<br />
<br />
* Made the Temporal Turbo more powerful, but harder to control. 70% acceleration for player, 20% for enemies.<br />
<br />
* Improved the wording of the damage bonuses to help clarify the difference between additive and multiplicative bonuses or penalties.<br />
<br />
* Clarified the descriptions of Code: DEFEND! and Carnage Circuit.<br />
<br />
* Fix for being able to heal via caltrops while you have defense orbitals active. Simplified how the damage reduction/armor is implemented.<br />
<br />
* Shortened the standard shot clearing duration. This affects the duration of the shot clearing for using teleporters and during boss phase changes. This should mostly eliminate the possibility of wasting resources when using the teleporters. Both the player and bosses can now start firing shots slightly earlier after a phase change, but practically this doesn't make much of a difference to boss fights overall.<br />
<br />
* Fixed an issue with the X1_D18_QuadPuzzle room which was making it auto clear half of the time.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Moved the Win Switch in the X1_D18_Minefield room to prevent winning in 2 seconds if you entered by the "wrong" door.<br />
<br />
* Improved the performance of the Sludge Dump item.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Improved the balance of the Plague Pistol. Also made the weapons' plague cloud 50% transparent to improve visibility.<br />
** Thanks to Fluffiest and Whistler for inspiring these changes.<br />
<br />
* Fixed a longstanding bug which was causing the on hit particle location to be centred on an enemy rather than at the shot location.<br />
<br />
* Tweaked a few main gun attack values and stats.<br />
<br />
* Removed problematic effects on the Risky Assassin incredibility that could potentially break some weapons and the redundant Health Gains (since the item sets your health to 1 anyway).<br />
<br />
* Moved the Green Zoomer enemy from the Pursuer to the Attacker category for spawning.<br />
<br />
* Added more safe zones and a few more enemies to the Dwarf Gambit (Au) Challenge room.<br />
<br />
* Added Buddies to the King (Au) minibosses.<br />
<br />
* Added environmental hazards to the Harrier (Au) miniboss room.<br />
<br />
* Added post-win telepad shortcuts to many rooms.<br />
<br />
* Tweaked several more rooms.<br />
<br />
* Increased the intensity of Energy Drain tiles.<br />
<br />
* Buffed the duration of the Blood Artifact health leeching effect to 3 seconds. (Note, not the duration of the artifact itself)<br />
<br />
* Fixed an interaction bug with the Hardening Module and Penumbra's trap immunity.<br />
<br />
* Buffed Bloodlust and Necromech life leech significantly. Also clarified the Bloodlust description.<br />
<br />
* Removed the Immolated Minibot flame trail particle to improve performance and visibility. Also slightly buffed the trail fire rate and duration.<br />
** Thanks to Batman for reporting.<br />
<br />
* Fixed stacking issues with Mystery Missile Crate and Used Battery.<br />
<br />
* Re-adjusted the acceleration effect of Temporal Turbo to be slightly in the player's favor.<br />
** Thanks to Fluffiest for inspiring this change.<br />
<br />
* Changed Fragile Generator to seed only once per run.<br />
<br />
* Increased the speed of low level Faceripper enemies.<br />
<br />
* Removed some of the attack restrictions from the Golden Warden on Hard mode. Have fun with that!<br />
<br />
* Added 6 new consumable drones for the base game.<br />
** Missile, Casket, LaserTwin, Overload, Riot and Biotech Drone.<br />
<br />
* Added 25 new rooms for AuGMENTED.<br />
** The Grid, Locked From Inside, Aqueduct, Middle Tower, Feel The Burn, Power Relay, Don't Shoot, Tread Lightly, Sound Wave, Duel and more.<br />
<br />
* Added 14 new communications from Rodney to the mech selection screen, based on victories.<br />
<br />
* Fixed a comm entry where Rodney was still referring to the old 10 Wardens requirement for unlocks, which was changed later to 3.<br />
<br />
== Version 2.501 Hotfix ==<br />
(Released October 15th, 2018) <br />
<br />
* Reverted to Unity version 2017.1p4 since the newer version seemed to be causing issues for some players.<br />
** Thanks to D€mïgød§, efseykho and ThePCGamer for reporting.<br />
<br />
== Version 2.500 (Unlock Overhaul) ==<br />
(Released October 15th, 2018)<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Optimized the particle dictionaries to reduce RAM usage. This freed up space is mostly taken up by particles for the new Unlock Overhaul items, although RAM usage is still down overall even when including the new stuff.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
* Fixed a possible seeding issue with the Nanite Squids.<br />
<br />
* Changed the description of the Incinerator and Beaming Probe consumables to mention the limited durability of the probes.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Tweaked SphereMonger and ChezEyelet rooms to prevent them from becoming death traps with certain enemy combinations.<br />
<br />
* Toned down Slalom room.<br />
<br />
* Increased Centrifuge and Opticon (Au) HP slightly.<br />
<br />
* Increased the conversion rate of the Credit to Energy Converter from x5 to x10.<br />
<br />
* Increased the energy cost of the Energy to Missile Converter from 5 to 10.<br />
<br />
* Updated the Misery mode description.<br />
<br />
* Fixed a problem with missile launcher muzzle flash animations showing twice.<br />
<br />
* Tweaked the tutorial to reduce likeliness of cutting off some of the voice lines and make it possible to level up once.<br />
<br />
* Reduced Decimating Power white flash duration to improve visibility.<br />
<br />
* Halved the knockback resistance of the mobile Core Blades.<br />
<br />
* Buffed the damage of the 2-Way Missile Module (Au).<br />
<br />
* Increased the reward for completing the Puzzlemaster probation.<br />
<br />
* Fixed some typos.<br />
<br />
* Upgraded the engine from Unity 2017.1p4 to 2017.3.<br />
<br />
=== Unlock Overhaul ===<br />
<br />
** Added 87 new items to the game: 62 new unlockable items for the base game, a further 16 unlockable items for the AuGMENTED expansion, and 9 new items going straight into the base game.<br />
** Added tiered enemy seeding for the base game and the AuGMENTED expansion, based on victories.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=40087Starward Rogue:Post-1.5 Release Notes2020-08-29T01:02:45Z<p>Logorouge: /* Version 2.502 */</p>
<hr />
<div>== Version 2.502 ==<br />
(We're still working on this)<br />
<br />
* Fixes for a couple of misnamed shots with the wrong letter case, which was causing those not to be seen on Linux.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set Solar Spear to not do friendly fire<br />
** Thanks to Whistler and Fluffiest for reporting.<br />
<br />
* Set Paragon to not seed until the second floor, since the miniboss is a bit too difficult for the first floor.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed interaction problem between Condemned rooms and Risky Assassin that could be run ending. <br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed problem with a rogue testing version of the Zombot seeding which was causing some rooms to be unintentionally locked.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a weird interaction between Risky Assassin and Conductive Hull that could end a run unexpectedly.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Standardized the regular main weapons to have a frequency seeding of 100, the regular secondary weapons to have a frequency seeding of 80 and the boss-themed weapons to have a frequency of 40. This should help improve the balance between main and secondary weapons, since there is a much larger quantity of secondary weapons in the game.<br />
** Thanks to Fluffiest for the feedback.<br />
<br />
* Removed the Bombardier walking SFX for the moment since it could be annoying.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Did an accuracy pass on the range stats for Main and Secondary weapons.<br />
** Thanks to Dark Twinge for highlighting the inaccuracies.<br />
<br />
* Increased the Disruptor range slightly.<br />
<br />
* Greatly increased the damage dealt to all enemies by the Supernova Circuit.<br />
<br />
* Changed the Overloading Circuit to consume health instead of energy.<br />
<br />
* Improved the wording of the damage bonuses to help clarify the difference between additive and multiplicative bonuses or penalties.<br />
<br />
* Clarified the descriptions of Code: DEFEND! and Carnage Circuit.<br />
<br />
* Fix for being able to heal via caltrops while you have defense orbitals active. Simplified how the damage reduction/armor is implemented.<br />
<br />
* Shortened the standard shot clearing duration. This affects the duration of the shot clearing for using teleporters and during boss phase changes. This should mostly eliminate the possibility of wasting resources when using the teleporters. Both the player and bosses can now start firing shots slightly earlier after a phase change, but practically this doesn't make much of a difference to boss fights overall.<br />
<br />
* Fixed an issue with the X1_D18_QuadPuzzle room which was making it auto clear half of the time.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Moved the Win Switch in the X1_D18_Minefield room to prevent winning in 2 seconds if you entered by the "wrong" door.<br />
<br />
* Improved the performance of the Sludge Dump item.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Improved the balance of the Plague Pistol. Also made the weapons' plague cloud 50% transparent to improve visibility.<br />
** Thanks to Fluffiest and Whistler for inspiring these changes.<br />
<br />
* Fixed a longstanding bug which was causing the on hit particle location to be centred on an enemy rather than at the shot location.<br />
<br />
* Tweaked a few main gun attack values and stats.<br />
<br />
* Removed problematic effects on the Risky Assassin incredibility that could potentially break some weapons and the redundant Health Gains (since the item sets your health to 1 anyway).<br />
<br />
* Moved the Green Zoomer enemy from the Pursuer to the Attacker category for spawning.<br />
<br />
* Added more safe zones and a few more enemies to the Dwarf Gambit (Au) Challenge room.<br />
<br />
* Added Buddies to the King (Au) minibosses.<br />
<br />
* Added environmental hazards to the Harrier (Au) miniboss room.<br />
<br />
* Added post-win telepad shortcuts to many rooms.<br />
<br />
* Tweaked several more rooms.<br />
<br />
* Increased the intensity of Energy Drain tiles.<br />
<br />
* Buffed the duration of the Blood Artifact health leeching effect to 3 seconds. (Note, not the duration of the artifact itself)<br />
<br />
* Fixed an interaction bug with the Hardening Module and Penumbra's trap immunity.<br />
<br />
* Buffed Bloodlust and Necromech life leech significantly. Also clarified the Bloodlust description.<br />
<br />
* Removed the Immolated Minibot flame trail particle to improve performance and visibility. Also slightly buffed the trail fire rate and duration.<br />
** Thanks to Batman for reporting.<br />
<br />
* Fixed stacking issues with Mystery Missile Crate and Used Battery.<br />
<br />
* Re-adjusted the acceleration effect of Temporal Turbo to be slightly in the player's favor.<br />
** Thanks to Fluffiest for inspiring this change.<br />
<br />
* Changed Fragile Generator to seed only once per run.<br />
<br />
* Increased the speed of low level Faceripper enemies.<br />
<br />
* Removed some of the attack restrictions from the Golden Warden on Hard mode. Have fun with that!<br />
<br />
* Added 6 new consumable drones for the base game.<br />
** Missile, Casket, LaserTwin, Overload, Riot and Biotech Drone.<br />
<br />
* Added 25 new rooms for AuGMENTED.<br />
** The Grid, Locked From Inside, Aqueduct, Middle Tower, Feel The Burn, Power Relay, Don't Shoot, Tread Lightly, Sound Wave, Duel and more.<br />
<br />
== Version 2.501 Hotfix ==<br />
(Released October 15th, 2018) <br />
<br />
* Reverted to Unity version 2017.1p4 since the newer version seemed to be causing issues for some players.<br />
** Thanks to D€mïgød§, efseykho and ThePCGamer for reporting.<br />
<br />
== Version 2.500 (Unlock Overhaul) ==<br />
(Released October 15th, 2018)<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Optimized the particle dictionaries to reduce RAM usage. This freed up space is mostly taken up by particles for the new Unlock Overhaul items, although RAM usage is still down overall even when including the new stuff.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
* Fixed a possible seeding issue with the Nanite Squids.<br />
<br />
* Changed the description of the Incinerator and Beaming Probe consumables to mention the limited durability of the probes.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Tweaked SphereMonger and ChezEyelet rooms to prevent them from becoming death traps with certain enemy combinations.<br />
<br />
* Toned down Slalom room.<br />
<br />
* Increased Centrifuge and Opticon (Au) HP slightly.<br />
<br />
* Increased the conversion rate of the Credit to Energy Converter from x5 to x10.<br />
<br />
* Increased the energy cost of the Energy to Missile Converter from 5 to 10.<br />
<br />
* Updated the Misery mode description.<br />
<br />
* Fixed a problem with missile launcher muzzle flash animations showing twice.<br />
<br />
* Tweaked the tutorial to reduce likeliness of cutting off some of the voice lines and make it possible to level up once.<br />
<br />
* Reduced Decimating Power white flash duration to improve visibility.<br />
<br />
* Halved the knockback resistance of the mobile Core Blades.<br />
<br />
* Buffed the damage of the 2-Way Missile Module (Au).<br />
<br />
* Increased the reward for completing the Puzzlemaster probation.<br />
<br />
* Fixed some typos.<br />
<br />
* Upgraded the engine from Unity 2017.1p4 to 2017.3.<br />
<br />
=== Unlock Overhaul ===<br />
<br />
** Added 87 new items to the game: 62 new unlockable items for the base game, a further 16 unlockable items for the AuGMENTED expansion, and 9 new items going straight into the base game.<br />
** Added tiered enemy seeding for the base game and the AuGMENTED expansion, based on victories.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=40027Starward Rogue:Post-1.5 Release Notes2020-08-24T01:46:56Z<p>Logorouge: /* Version 2.502 */</p>
<hr />
<div>== Version 2.502 ==<br />
(We're still working on this)<br />
<br />
* Fixes for a couple of misnamed shots with the wrong letter case, which was causing those not to be seen on Linux.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set Solar Spear to not do friendly fire<br />
** Thanks to Whistler and Fluffiest for reporting.<br />
<br />
* Set Paragon to not seed until the second floor, since the miniboss is a bit too difficult for the first floor.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed interaction problem between Condemned rooms and Risky Assassin that could be run ending. <br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed problem with a rogue testing version of the Zombot seeding which was causing some rooms to be unintentionally locked.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a weird interaction between Risky Assassin and Conductive Hull that could end a run unexpectedly.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Standardized the regular main weapons to have a frequency seeding of 100, the regular secondary weapons to have a frequency seeding of 80 and the boss-themed weapons to have a frequency of 40. This should help improve the balance between main and secondary weapons, since there is a much larger quantity of secondary weapons in the game.<br />
** Thanks to Fluffiest for the feedback.<br />
<br />
* Removed the Bombardier walking SFX for the moment since it could be annoying.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Did an accuracy pass on the range stats for Main and Secondary weapons.<br />
** Thanks to Dark Twinge for highlighting the inaccuracies.<br />
<br />
* Increased the Disruptor range slightly.<br />
<br />
* Greatly increased the damage dealt to all enemies by the Supernova Circuit.<br />
<br />
* Changed the Overloading Circuit to consume health instead of energy.<br />
<br />
* Improved the wording of the damage bonuses to help clarify the difference between additive and multiplicative bonuses or penalties.<br />
<br />
* Clarified the descriptions of Code: DEFEND! and Carnage Circuit.<br />
<br />
* Fix for being able to heal via caltrops while you have defense orbitals active. Simplified how the damage reduction/armor is implemented.<br />
<br />
* Shortened the standard shot clearing duration. This affects the duration of the shot clearing for using teleporters and during boss phase changes. This should mostly eliminate the possibility of wasting resources when using the teleporters. Both the player and bosses can now start firing shots slightly earlier after a phase change, but practically this doesn't make much of a difference to boss fights overall.<br />
<br />
* Fixed an issue with the X1_D18_QuadPuzzle room which was making it auto clear half of the time.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Moved the Win Switch in the X1_D18_Minefield room to prevent winning in 2 seconds if you entered by the "wrong" door.<br />
<br />
* Improved the performance of the Sludge Dump item.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Improved the balance of the Plague Pistol. Also made the weapons' plague cloud 50% transparent to improve visibility.<br />
** Thanks to Fluffiest and Whistler for inspiring these changes.<br />
<br />
* Fixed a longstanding bug which was causing the on hit particle location to be centred on an enemy rather than at the shot location.<br />
<br />
* Tweaked a few main gun attack values and stats.<br />
<br />
* Removed problematic effects on the Risky Assassin incredibility that could potentially break some weapons and the redundant Health Gains (since the item sets your health to 1 anyway).<br />
<br />
* Moved the Green Zoomer enemy from the Pursuer to the Attacker category for spawning.<br />
<br />
* Added more safe zones and a few more enemies to the Dwarf Gambit (Au) Challenge room.<br />
<br />
* Added Buddies to the King (Au) minibosses.<br />
<br />
* Added environmental hazards to the Harrier (Au) miniboss room.<br />
<br />
* Added post-win telepad shortcuts to many rooms.<br />
<br />
* Tweaked several more rooms.<br />
<br />
* Increased the intensity of Energy Drain tiles.<br />
<br />
* Buffed the duration of the Blood Artifact health leeching effect to 3 seconds. (Note, not the duration of the artifact itself)<br />
<br />
* Fixed an interaction bug with the Hardening Module and Penumbra's trap immunity.<br />
<br />
* Buffed Bloodlust and Necromech life leech significantly. Also clarified the Bloodlust description.<br />
<br />
* Removed the Immolated Minibot flame trail particle to improve performance and visibility. Also slightly buffed the trail fire rate and duration.<br />
** Thanks to Batman for reporting.<br />
<br />
* Fixed stacking issues with Mystery Missile Crate and Used Battery.<br />
<br />
* Re-adjusted the acceleration effect of Temporal Turbo to be slightly in the player's favor.<br />
** Thanks to Fluffiest for inspiring this change.<br />
<br />
* Changed Fragile Generator to seed only once per run.<br />
<br />
* Increased the speed of low level Faceripper enemies.<br />
<br />
* Removed some of the attack restrictions from the Golden Warden on Hard mode. Have fun with that!<br />
<br />
* Added 6 new consumable drones.<br />
** Missile, Casket, LaserTwin, Overload, Riot and Biotech Drone.<br />
<br />
* Added 25 new rooms for AuGMENTED.<br />
** The Grid, Locked From Inside, Aqueduct, Middle Tower, Feel The Burn, Power Relay, Don't Shoot, Tread Lightly, Sound Wave, Duel and more.<br />
<br />
== Version 2.501 Hotfix ==<br />
(Released October 15th, 2018) <br />
<br />
* Reverted to Unity version 2017.1p4 since the newer version seemed to be causing issues for some players.<br />
** Thanks to D€mïgød§, efseykho and ThePCGamer for reporting.<br />
<br />
== Version 2.500 (Unlock Overhaul) ==<br />
(Released October 15th, 2018)<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Optimized the particle dictionaries to reduce RAM usage. This freed up space is mostly taken up by particles for the new Unlock Overhaul items, although RAM usage is still down overall even when including the new stuff.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
* Fixed a possible seeding issue with the Nanite Squids.<br />
<br />
* Changed the description of the Incinerator and Beaming Probe consumables to mention the limited durability of the probes.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Tweaked SphereMonger and ChezEyelet rooms to prevent them from becoming death traps with certain enemy combinations.<br />
<br />
* Toned down Slalom room.<br />
<br />
* Increased Centrifuge and Opticon (Au) HP slightly.<br />
<br />
* Increased the conversion rate of the Credit to Energy Converter from x5 to x10.<br />
<br />
* Increased the energy cost of the Energy to Missile Converter from 5 to 10.<br />
<br />
* Updated the Misery mode description.<br />
<br />
* Fixed a problem with missile launcher muzzle flash animations showing twice.<br />
<br />
* Tweaked the tutorial to reduce likeliness of cutting off some of the voice lines and make it possible to level up once.<br />
<br />
* Reduced Decimating Power white flash duration to improve visibility.<br />
<br />
* Halved the knockback resistance of the mobile Core Blades.<br />
<br />
* Buffed the damage of the 2-Way Missile Module (Au).<br />
<br />
* Increased the reward for completing the Puzzlemaster probation.<br />
<br />
* Fixed some typos.<br />
<br />
* Upgraded the engine from Unity 2017.1p4 to 2017.3.<br />
<br />
=== Unlock Overhaul ===<br />
<br />
** Added 87 new items to the game: 62 new unlockable items for the base game, a further 16 unlockable items for the AuGMENTED expansion, and 9 new items going straight into the base game.<br />
** Added tiered enemy seeding for the base game and the AuGMENTED expansion, based on victories.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=40026Starward Rogue:Post-1.5 Release Notes2020-08-23T17:48:47Z<p>Logorouge: /* Version 2.502 */</p>
<hr />
<div>== Version 2.502 ==<br />
(We're still working on this)<br />
<br />
* Fixes for a couple of misnamed shots with the wrong letter case, which was causing those not to be seen on Linux.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set Solar Spear to not do friendly fire<br />
** Thanks to Whistler and Fluffiest for reporting.<br />
<br />
* Set Paragon to not seed until the second floor, since the miniboss is a bit too difficult for the first floor.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed interaction problem between Condemned rooms and Risky Assassin that could be run ending. <br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed problem with a rogue testing version of the Zombot seeding which was causing some rooms to be unintentionally locked.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a weird interaction between Risky Assassin and Conductive Hull that could end a run unexpectedly.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Standardized the regular main weapons to have a frequency seeding of 100, the regular secondary weapons to have a frequency seeding of 80 and the boss-themed weapons to have a frequency of 40. This should help improve the balance between main and secondary weapons, since there is a much larger quantity of secondary weapons in the game.<br />
** Thanks to Fluffiest for the feedback.<br />
<br />
* Removed the Bombardier walking SFX for the moment since it could be annoying.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Did an accuracy pass on the range stats for Main and Secondary weapons.<br />
** Thanks to Dark Twinge for highlighting the inaccuracies.<br />
<br />
* Increased the Disruptor range slightly.<br />
<br />
* Greatly increased the damage dealt to all enemies by the Supernova Circuit.<br />
<br />
* Changed the Overloading Circuit to consume health instead of energy.<br />
<br />
* Improved the wording of the damage bonuses to help clarify the difference between additive and multiplicative bonuses or penalties.<br />
<br />
* Clarified the descriptions of Code: DEFEND! and Carnage Circuit.<br />
<br />
* Fix for being able to heal via caltrops while you have defense orbitals active. Simplified how the damage reduction/armor is implemented.<br />
<br />
* Shortened the standard shot clearing duration. This affects the duration of the shot clearing for using teleporters and during boss phase changes. This should mostly eliminate the possibility of wasting resources when using the teleporters. Both the player and bosses can now start firing shots slightly earlier after a phase change, but practically this doesn't make much of a difference to boss fights overall.<br />
<br />
* Fixed an issue with the X1_D18_QuadPuzzle room which was making it auto clear half of the time.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Moved the Win Switch in the X1_D18_Minefield room to prevent winning in 2 seconds if you entered by the "wrong" door.<br />
<br />
* Improved the performance of the Sludge Dump item.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Improved the balance of the Plague Pistol. Also made the weapons' plague cloud 50% transparent to improve visibility.<br />
** Thanks to Fluffiest and Whistler for inspiring these changes.<br />
<br />
* Fixed a longstanding bug which was causing the on hit particle location to be centred on an enemy rather than at the shot location.<br />
<br />
* Tweaked a few main gun attack values and stats.<br />
<br />
* Removed problematic effects on the Risky Assassin incredibility that could potentially break some weapons and the redundant Health Gains (since the item sets your health to 1 anyway).<br />
<br />
* Moved the Green Zoomer enemy from the Pursuer to the Attacker category for spawning.<br />
<br />
* Added more safe zones and a few more enemies to the Dwarf Gambit (Au) Challenge room.<br />
<br />
* Added Buddies to the King (Au) minibosses.<br />
<br />
* Added environmental hazards to the Harrier (Au) miniboss room.<br />
<br />
* Added post-win telepad shortcuts to many rooms.<br />
<br />
* Tweaked several more rooms.<br />
<br />
* Increased the intensity of Energy Drain tiles.<br />
<br />
* Buffed the duration of the Blood Artifact health leeching effect to 3 seconds. (Note, not the duration of the artifact itself)<br />
<br />
* Fixed an interaction bug with the Hardening Module and Penumbra's trap immunity.<br />
<br />
* Buffed Bloodlust and Necromech life leech significantly. Also clarified the Bloodlust description.<br />
<br />
* Removed the Immolated Minibot flame trail particle to improve performance and visibility. Also slightly buffed the trail fire rate and duration.<br />
** Thanks to Batman for reporting.<br />
<br />
* Fixed stacking issues with Mystery Missile Crate and Used Battery.<br />
<br />
* Re-adjusted the acceleration effect of Temporal Turbo to be slightly in the player's favor.<br />
** Thanks to Fluffiest for inspiring this change.<br />
<br />
* Changed Fragile Generator to seed only once per run.<br />
<br />
* Increased the speed of low level Faceripper enemies.<br />
<br />
* Added 6 new consumable drones.<br />
** Missile, Casket, LaserTwin, Overload, Riot and Biotech Drone.<br />
<br />
* Added 25 new rooms for AuGMENTED.<br />
** The Grid, Locked From Inside, Aqueduct, Middle Tower, Feel The Burn, Power Relay, Don't Shoot, Tread Lightly, Sound Wave, Duel and more.<br />
<br />
== Version 2.501 Hotfix ==<br />
(Released October 15th, 2018) <br />
<br />
* Reverted to Unity version 2017.1p4 since the newer version seemed to be causing issues for some players.<br />
** Thanks to D€mïgød§, efseykho and ThePCGamer for reporting.<br />
<br />
== Version 2.500 (Unlock Overhaul) ==<br />
(Released October 15th, 2018)<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Optimized the particle dictionaries to reduce RAM usage. This freed up space is mostly taken up by particles for the new Unlock Overhaul items, although RAM usage is still down overall even when including the new stuff.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
* Fixed a possible seeding issue with the Nanite Squids.<br />
<br />
* Changed the description of the Incinerator and Beaming Probe consumables to mention the limited durability of the probes.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Tweaked SphereMonger and ChezEyelet rooms to prevent them from becoming death traps with certain enemy combinations.<br />
<br />
* Toned down Slalom room.<br />
<br />
* Increased Centrifuge and Opticon (Au) HP slightly.<br />
<br />
* Increased the conversion rate of the Credit to Energy Converter from x5 to x10.<br />
<br />
* Increased the energy cost of the Energy to Missile Converter from 5 to 10.<br />
<br />
* Updated the Misery mode description.<br />
<br />
* Fixed a problem with missile launcher muzzle flash animations showing twice.<br />
<br />
* Tweaked the tutorial to reduce likeliness of cutting off some of the voice lines and make it possible to level up once.<br />
<br />
* Reduced Decimating Power white flash duration to improve visibility.<br />
<br />
* Halved the knockback resistance of the mobile Core Blades.<br />
<br />
* Buffed the damage of the 2-Way Missile Module (Au).<br />
<br />
* Increased the reward for completing the Puzzlemaster probation.<br />
<br />
* Fixed some typos.<br />
<br />
* Upgraded the engine from Unity 2017.1p4 to 2017.3.<br />
<br />
=== Unlock Overhaul ===<br />
<br />
** Added 87 new items to the game: 62 new unlockable items for the base game, a further 16 unlockable items for the AuGMENTED expansion, and 9 new items going straight into the base game.<br />
** Added tiered enemy seeding for the base game and the AuGMENTED expansion, based on victories.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=39854Starward Rogue:Post-1.5 Release Notes2020-08-09T23:50:36Z<p>Logorouge: /* Version 2.502 */</p>
<hr />
<div>== Version 2.502 ==<br />
(We're still working on this)<br />
<br />
* Fixes for a couple of misnamed shots with the wrong letter case, which was causing those not to be seen on Linux.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set Solar Spear to not do friendly fire<br />
** Thanks to Whistler and Fluffiest for reporting.<br />
<br />
* Set Paragon to not seed until the second floor, since the miniboss is a bit too difficult for the first floor.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed interaction problem between Condemned rooms and Risky Assassin that could be run ending. <br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed problem with a rogue testing version of the Zombot seeding which was causing some rooms to be unintentionally locked.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a weird interaction between Risky Assassin and Conductive Hull that could end a run unexpectedly.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Standardized the regular main weapons to have a frequency seeding of 100, the regular secondary weapons to have a frequency seeding of 80 and the boss-themed weapons to have a frequency of 40. This should help improve the balance between main and secondary weapons, since there is a much larger quantity of secondary weapons in the game.<br />
** Thanks to Fluffiest for the feedback.<br />
<br />
* Removed the Bombardier walking SFX for the moment since it could be annoying.<br />
<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Did an accuracy pass on the range stats for Main and Secondary weapons.<br />
** Thanks to Dark Twinge for highlighting the inaccuracies.<br />
<br />
* Increased the Disruptor range slightly.<br />
<br />
* Improved the wording of the damage bonuses to help clarify the difference between additive and multiplicative bonuses or penalties.<br />
<br />
* Fix for being able to heal via caltrops while you have defense orbitals active. Simplified how the damage reduction/armor is implemented.<br />
<br />
* Shortened the standard shot clearing duration. This affects the duration of the shot clearing for using teleporters and during boss phase changes. This should mostly eliminate the possibility of wasting resources when using the teleporters. Both the player and bosses can now start firing shots slightly earlier after a phase change, but practically this doesn't make much of a difference to boss fights overall.<br />
<br />
* Fixed an issue with the X1_D18_QuadPuzzle room which was making it auto clear half of the time.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Improved the performance of the Sludge Dump item.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Improved the balance of the Plague Pistol. Also made the weapons' plague cloud 50% transparent to improve visibility.<br />
** Thanks to Fluffiest and Whistler for inspiring these changes.<br />
<br />
* Fixed a longstanding bug which was causing the on hit particle location to be centred on an enemy rather than at the shot location.<br />
<br />
* Tweaked a few main gun attack values and stats.<br />
<br />
* Removed problematic effects on the Risky Assassin incredibility that could potentially break some weapons and the redundant Health Gains (since the item sets your health to 1 anyway).<br />
<br />
* Moved the Green Zoomer enemy from the Pursuer to the Attacker category for spawning.<br />
<br />
* Added more safe zones and a few more enemies to the Dwarf Gambit (Au) Challenge room.<br />
<br />
* Added Buddies to the King (Au) minibosses.<br />
<br />
* Added environmental hazards to the Harrier (Au) miniboss room.<br />
<br />
* Tweaked several more rooms.<br />
<br />
* Increased the intensity of Energy Drain tiles.<br />
<br />
* Buffed the duration of the Blood Artifact health leeching effect to 3 seconds. (Note, not the duration of the artifact itself)<br />
<br />
* Fixed an interaction bug with the Hardening Module and Penumbra's trap immunity.<br />
<br />
* Buffed Bloodlust and Necromech life leech significantly. Also clarified the Bloodlust description.<br />
<br />
* Removed the Immolated Minibot flame trail particle to improve performance and visibility. Also slightly buffed the trail fire rate and duration.<br />
** Thanks to Batman for reporting.<br />
<br />
* Fixed stacking issues with Mystery Missile Crate and Used Battery.<br />
<br />
* Re-adjusted the acceleration effect of Temporal Turbo to be slightly in the player's favor.<br />
** Thanks to Fluffiest for inspiring this change.<br />
<br />
* Changed Fragile Generator to seed only once per run.<br />
<br />
* Increased the speed of low level Faceripper enemies.<br />
<br />
* Added 6 new consumable drones.<br />
** Missile, Casket, LaserTwin, Overload, Riot and Biotech Drone.<br />
<br />
* Added 25 new rooms for AuGMENTED.<br />
** The Grid, Locked From Inside, Aqueduct, Middle Tower, Feel The Burn, Power Relay, Don't Shoot, Tread Lightly, Sound Wave, Duel and more.<br />
<br />
== Version 2.501 Hotfix ==<br />
(Released October 15th, 2018) <br />
<br />
* Reverted to Unity version 2017.1p4 since the newer version seemed to be causing issues for some players.<br />
** Thanks to D€mïgød§, efseykho and ThePCGamer for reporting.<br />
<br />
== Version 2.500 (Unlock Overhaul) ==<br />
(Released October 15th, 2018)<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Optimized the particle dictionaries to reduce RAM usage. This freed up space is mostly taken up by particles for the new Unlock Overhaul items, although RAM usage is still down overall even when including the new stuff.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
* Fixed a possible seeding issue with the Nanite Squids.<br />
<br />
* Changed the description of the Incinerator and Beaming Probe consumables to mention the limited durability of the probes.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Tweaked SphereMonger and ChezEyelet rooms to prevent them from becoming death traps with certain enemy combinations.<br />
<br />
* Toned down Slalom room.<br />
<br />
* Increased Centrifuge and Opticon (Au) HP slightly.<br />
<br />
* Increased the conversion rate of the Credit to Energy Converter from x5 to x10.<br />
<br />
* Increased the energy cost of the Energy to Missile Converter from 5 to 10.<br />
<br />
* Updated the Misery mode description.<br />
<br />
* Fixed a problem with missile launcher muzzle flash animations showing twice.<br />
<br />
* Tweaked the tutorial to reduce likeliness of cutting off some of the voice lines and make it possible to level up once.<br />
<br />
* Reduced Decimating Power white flash duration to improve visibility.<br />
<br />
* Halved the knockback resistance of the mobile Core Blades.<br />
<br />
* Buffed the damage of the 2-Way Missile Module (Au).<br />
<br />
* Increased the reward for completing the Puzzlemaster probation.<br />
<br />
* Fixed some typos.<br />
<br />
* Upgraded the engine from Unity 2017.1p4 to 2017.3.<br />
<br />
=== Unlock Overhaul ===<br />
<br />
** Added 87 new items to the game: 62 new unlockable items for the base game, a further 16 unlockable items for the AuGMENTED expansion, and 9 new items going straight into the base game.<br />
** Added tiered enemy seeding for the base game and the AuGMENTED expansion, based on victories.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=39853Starward Rogue:Post-1.5 Release Notes2020-08-09T23:49:43Z<p>Logorouge: /* Version 2.502 */</p>
<hr />
<div>== Version 2.502 ==<br />
(We're still working on this)<br />
<br />
* Fixes for a couple of misnamed shots with the wrong letter case, which was causing those not to be seen on Linux.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set Solar Spear to not do friendly fire<br />
** Thanks to Whistler and Fluffiest for reporting.<br />
<br />
* Set Paragon to not seed until the second floor, since the miniboss is a bit too difficult for the first floor.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed interaction problem between Condemned rooms and Risky Assassin that could be run ending. <br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed problem with a rogue testing version of the Zombot seeding which was causing some rooms to be unintentionally locked.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a weird interaction between Risky Assassin and Conductive Hull that could end a run unexpectedly.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Standardized the regular main weapons to have a frequency seeding of 100, the regular secondary weapons to have a frequency seeding of 80 and the boss-themed weapons to have a frequency of 40. This should help improve the balance between main and secondary weapons, since there is a much larger quantity of secondary weapons in the game.<br />
** Thanks to Fluffiest for the feedback.<br />
<br />
* Removed the Bombardier walking SFX for the moment since it could be annoying.<br />
<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Did an accuracy pass on the range stats for Main and Secondary weapons.<br />
** Thanks to Dark Twinge for highlighting the inaccuracies.<br />
<br />
* Increased the Disruptor range slightly.<br />
<br />
* Improved the wording of the damage bonuses to help clarify the difference between additive and multiplicative bonuses or penalties.<br />
<br />
* Fix for being able to heal via caltrops while you have defense orbitals active. Simplified how the damage reduction/armor is implemented.<br />
<br />
* Shortened the standard shot clearing duration. This affects the duration of the shot clearing for using teleporters and during boss phase changes. This should mostly eliminate the possibility of wasting resources when using the teleporters. Both the player and bosses can now start firing shots slightly earlier after a phase change, but practically this doesn't make much of a difference to boss fights overall.<br />
<br />
* Fixed an issue with the X1_D18_QuadPuzzle room which was making it auto clear half of the time.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Improved the performance of the Sludge Dump item.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Improved the balance of the Plague Pistol. Also made the weapons' plague cloud 50% transparent to improve visibility.<br />
** Thanks to Fluffiest and Whistler for inspiring these changes.<br />
<br />
* Fixed a longstanding bug which was causing the on hit particle location to be centred on an enemy rather than at the shot location.<br />
<br />
* Tweaked a few main gun attack values and stats.<br />
<br />
* Removed problematic effects on the Risky Assassin incredibility that could potentially break some weapons and the redundant Health Gains (since the item sets your health to 1 anyway).<br />
<br />
* Moved the Green Zoomer enemy from the Pursuer to the Attacker category for spawning.<br />
<br />
* Added more safe zones and a few more enemies to the Dwarf Gambit (Au) Challenge room.<br />
<br />
* Added Buddies to the King (Au) minibosses.<br />
<br />
* Added environmental hazards to the Harrier (Au) miniboss room.<br />
<br />
* Tweaked several more rooms.<br />
<br />
* Increased the intensity of Energy Drain tiles.<br />
<br />
* Buffed the duration of the Blood Artifact health leeching effect to 3 seconds. (Note, not the duration of the artifact itself)<br />
<br />
* Fixed an interaction bug with the Hardening Module and Penumbra's trap immunity.<br />
<br />
* Buffed Bloodlust and Necromech life leech significantly. Also clarified the Bloodlust description.<br />
<br />
* Removed the Immolated Minibot flame trail particle to improve performance and visibility. Also slightly buffed the trail fire rate and duration.<br />
** Thanks to Batman for reporting.<br />
<br />
* Fixed stacking issues with Mystery Missile Crate and Used Battery.<br />
<br />
* Re-adjusted the acceleration effect of Temporal Turbo to be slightly in the player's favor.<br />
** Thanks to Fluffiest for inspiring this change.<br />
<br />
* Changed Fragile Generator to seed only once per run.<br />
<br />
* Increased the speed of low level Faceripper enemies.<br />
<br />
* Added 6 new consumable drones: Missile, Casket, LaserTwin, Overload, Riot and Biotech Drone.<br />
<br />
* Added 25 new rooms for AuGMENTED.<br />
** The Grid, Locked From Inside, Aqueduct, Middle Tower, Feel The Burn, Power Relay, Don't Shoot, Tread Lightly, Sound Wave, Duel and more.<br />
<br />
== Version 2.501 Hotfix ==<br />
(Released October 15th, 2018) <br />
<br />
* Reverted to Unity version 2017.1p4 since the newer version seemed to be causing issues for some players.<br />
** Thanks to D€mïgød§, efseykho and ThePCGamer for reporting.<br />
<br />
== Version 2.500 (Unlock Overhaul) ==<br />
(Released October 15th, 2018)<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Optimized the particle dictionaries to reduce RAM usage. This freed up space is mostly taken up by particles for the new Unlock Overhaul items, although RAM usage is still down overall even when including the new stuff.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
* Fixed a possible seeding issue with the Nanite Squids.<br />
<br />
* Changed the description of the Incinerator and Beaming Probe consumables to mention the limited durability of the probes.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Tweaked SphereMonger and ChezEyelet rooms to prevent them from becoming death traps with certain enemy combinations.<br />
<br />
* Toned down Slalom room.<br />
<br />
* Increased Centrifuge and Opticon (Au) HP slightly.<br />
<br />
* Increased the conversion rate of the Credit to Energy Converter from x5 to x10.<br />
<br />
* Increased the energy cost of the Energy to Missile Converter from 5 to 10.<br />
<br />
* Updated the Misery mode description.<br />
<br />
* Fixed a problem with missile launcher muzzle flash animations showing twice.<br />
<br />
* Tweaked the tutorial to reduce likeliness of cutting off some of the voice lines and make it possible to level up once.<br />
<br />
* Reduced Decimating Power white flash duration to improve visibility.<br />
<br />
* Halved the knockback resistance of the mobile Core Blades.<br />
<br />
* Buffed the damage of the 2-Way Missile Module (Au).<br />
<br />
* Increased the reward for completing the Puzzlemaster probation.<br />
<br />
* Fixed some typos.<br />
<br />
* Upgraded the engine from Unity 2017.1p4 to 2017.3.<br />
<br />
=== Unlock Overhaul ===<br />
<br />
** Added 87 new items to the game: 62 new unlockable items for the base game, a further 16 unlockable items for the AuGMENTED expansion, and 9 new items going straight into the base game.<br />
** Added tiered enemy seeding for the base game and the AuGMENTED expansion, based on victories.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=39513Starward Rogue:Post-1.5 Release Notes2020-07-20T00:42:40Z<p>Logorouge: /* Version 2.502 */</p>
<hr />
<div>== Version 2.502 ==<br />
(We're still working on this)<br />
<br />
* Fixes for a couple of misnamed shots with the wrong letter case, which was causing those not to be seen on Linux.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set Solar Spear to not do friendly fire<br />
** Thanks to Whistler and Fluffiest for reporting.<br />
<br />
* Set Paragon to not seed until the second floor, since the miniboss is a bit too difficult for the first floor.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed interaction problem between Condemned rooms and Risky Assassin that could be run ending. <br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed problem with a rogue testing version of the Zombot seeding which was causing some rooms to be unintentionally locked.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a weird interaction between Risky Assassin and Conductive Hull that could end a run unexpectedly.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Standardized the regular main weapons to have a frequency seeding of 100 and the regular secondary weapons to have a frequency seeding of 80. This should help improve the balance between main and secondary weapons, since there is a much larger quantity of secondary weapons in the game.<br />
** Thanks to Fluffiest for the feedback.<br />
<br />
* Removed the Bombardier walking SFX for the moment since it could be annoying.<br />
<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Did an accuracy pass on the range stats for Main and Secondary weapons.<br />
** Thanks to Dark Twinge for highlighting the inaccuracies.<br />
<br />
* Increased the Disruptor range slightly.<br />
<br />
* Improved the wording of the damage bonuses to help clarify the difference between additive and multiplicative bonuses or penalties.<br />
<br />
* Fix for being able to heal via caltrops while you have defense orbitals active. Simplified how the damage reduction/armor is implemented.<br />
<br />
* Shortened the standard shot clearing duration. This affects the duration of the shot clearing for using teleporters and during boss phase changes. This should mostly eliminate the possibility of wasting resources when using the teleporters. Both the player and bosses can now start firing shots slightly earlier after a phase change, but practically this doesn't make much of a difference to boss fights overall.<br />
<br />
* Fixed an issue with the X1_D18_QuadPuzzle room which was making it auto clear half of the time.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Improved the performance of the Sludge Dump item.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Improved the balance of the Plague Pistol. Also made the weapons' plague cloud 50% transparent to improve visibility.<br />
** Thanks to Fluffiest and Whistler for inspiring these changes.<br />
<br />
* Fixed a longstanding bug which was causing the on hit particle location to be centred on an enemy rather than at the shot location.<br />
<br />
* Tweaked a few main gun attack values and stats.<br />
<br />
* Removed problematic effects on the Risky Assassin incredibility that could potentially break some weapons and the redundant Health Gains (since the item sets your health to 1 anyway).<br />
<br />
* Moved the Green Zoomer enemy from the Pursuer to the Attacker category for spawning.<br />
<br />
* Added more safe zones and a few more enemies to the Dwarf Gambit (Au) Challenge room.<br />
<br />
* Added Buddies to the King (Au) minibosses.<br />
<br />
* Added environmental hazards to the Harrier (Au) miniboss room.<br />
<br />
* Increased the intensity of Energy Drain tiles.<br />
<br />
* Buffed the duration of the Blood Artifact health leeching effect to 3 seconds. (Note, not the duration of the artifact itself)<br />
<br />
* Fixed an interaction bug with the Hardening Module and Penumbra's trap immunity.<br />
<br />
* Buffed Bloodlust and Necromech life leech significantly. Also clarified the Bloodlust description.<br />
<br />
* Removed the Immolated Minibot flame trail particle to improve performance and visibility. Also slightly buffed the trail fire rate and duration.<br />
** Thanks to Batman for reporting.<br />
<br />
* Fixed stacking issues with Mystery Missile Crate and Used Battery.<br />
<br />
* Re-adjusted the acceleration effect of Temporal Turbo to be slightly in the player's favor.<br />
** Thanks to Fluffiest for inspiring this change.<br />
<br />
* Increased the speed of low level Faceripper enemies.<br />
<br />
* Added 25 new rooms for AuGMENTED.<br />
** The Grid, Locked From Inside, Aqueduct, Middle Tower, Feel The Burn, Power Relay, Don't Shoot, Tread Lightly, Sound Wave, Duel and more.<br />
<br />
== Version 2.501 Hotfix ==<br />
(Released October 15th, 2018) <br />
<br />
* Reverted to Unity version 2017.1p4 since the newer version seemed to be causing issues for some players.<br />
** Thanks to D€mïgød§, efseykho and ThePCGamer for reporting.<br />
<br />
== Version 2.500 (Unlock Overhaul) ==<br />
(Released October 15th, 2018)<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Optimized the particle dictionaries to reduce RAM usage. This freed up space is mostly taken up by particles for the new Unlock Overhaul items, although RAM usage is still down overall even when including the new stuff.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
* Fixed a possible seeding issue with the Nanite Squids.<br />
<br />
* Changed the description of the Incinerator and Beaming Probe consumables to mention the limited durability of the probes.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Tweaked SphereMonger and ChezEyelet rooms to prevent them from becoming death traps with certain enemy combinations.<br />
<br />
* Toned down Slalom room.<br />
<br />
* Increased Centrifuge and Opticon (Au) HP slightly.<br />
<br />
* Increased the conversion rate of the Credit to Energy Converter from x5 to x10.<br />
<br />
* Increased the energy cost of the Energy to Missile Converter from 5 to 10.<br />
<br />
* Updated the Misery mode description.<br />
<br />
* Fixed a problem with missile launcher muzzle flash animations showing twice.<br />
<br />
* Tweaked the tutorial to reduce likeliness of cutting off some of the voice lines and make it possible to level up once.<br />
<br />
* Reduced Decimating Power white flash duration to improve visibility.<br />
<br />
* Halved the knockback resistance of the mobile Core Blades.<br />
<br />
* Buffed the damage of the 2-Way Missile Module (Au).<br />
<br />
* Increased the reward for completing the Puzzlemaster probation.<br />
<br />
* Fixed some typos.<br />
<br />
* Upgraded the engine from Unity 2017.1p4 to 2017.3.<br />
<br />
=== Unlock Overhaul ===<br />
<br />
** Added 87 new items to the game: 62 new unlockable items for the base game, a further 16 unlockable items for the AuGMENTED expansion, and 9 new items going straight into the base game.<br />
** Added tiered enemy seeding for the base game and the AuGMENTED expansion, based on victories.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=38016Starward Rogue:Post-1.5 Release Notes2020-02-17T18:22:44Z<p>Logorouge: /* Version 2.502 */</p>
<hr />
<div>== Version 2.502 ==<br />
(We're still working on this)<br />
<br />
* Fixes for a couple of misnamed shots with the wrong letter case, which was causing those not to be seen on Linux.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set Solar Spear to not do friendly fire<br />
** Thanks to Whistler and Fluffiest for reporting.<br />
<br />
* Set Paragon to not seed until the second floor, since the miniboss is a bit too difficult for the first floor.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed interaction problem between Condemned rooms and Risky Assassin that could be run ending. <br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed problem with a rogue testing version of the Zombot seeding which was causing some rooms to be unintentionally locked.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a weird interaction between Risky Assassin and Conductive Hull that could end a run unexpectedly.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Standardized the regular main weapons to have a frequency seeding of 100 and the regular secondary weapons to have a frequency seeding of 80. This should help improve the balance between main and secondary weapons, since there is a much larger quantity of secondary weapons in the game.<br />
** Thanks to Fluffiest for the feedback.<br />
<br />
* Removed the Bombardier walking SFX for the moment since it could be annoying.<br />
<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Did an accuracy pass on the range stats for Main and Secondary weapons.<br />
** Thanks to Dark Twinge for highlighting the inaccuracies.<br />
<br />
* Increased the Disruptor range slightly.<br />
<br />
* Improved the wording of the damage bonuses to help clarify the difference between additive and multiplicative bonuses or penalties.<br />
<br />
* Fix for being able to heal via caltrops while you have defense orbitals active. Simplified how the damage reduction/armor is implemented.<br />
<br />
* Shortened the standard shot clearing duration. This affects the duration of the shot clearing for using teleporters and during boss phase changes. This should mostly eliminate the possibility of wasting resources when using the teleporters. Both the player and bosses can now start firing shots slightly earlier after a phase change, but practically this doesn't make much of a difference to boss fights overall.<br />
<br />
* Fixed an issue with the X1_D18_QuadPuzzle room which was making it auto clear half of the time.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Improved the performance of the Sludge Dump item.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Improved the balance of the Plague Pistol. Also made the weapons' plague cloud 50% transparent to improve visibility.<br />
** Thanks to Fluffiest and Whistler for inspiring these changes.<br />
<br />
* Fixed a longstanding bug which was causing the on hit particle location to be centred on an enemy rather than at the shot location.<br />
<br />
* Tweaked a few main gun attack values and stats.<br />
<br />
* Removed problematic effects on the Risky Assassin incredibility that could potentially break some weapons and the redundant Health Gains (since the item sets your health to 1 anyway).<br />
<br />
* Moved the Green Zoomer enemy from the Pursuer to the Attacker category for spawning.<br />
<br />
* Added more safe zones and a few more enemies to the Dwarf Gambit (Au) Challenge room.<br />
<br />
* Added Buddies to the King (Au) minibosses.<br />
<br />
* Added environmental hazards to the Harrier (Au) miniboss room.<br />
<br />
* Increased the intensity of Energy Drain tiles.<br />
<br />
* Buffed the duration of the Blood Artifact health leeching effect to 3 seconds. (Note, not the duration of the artifact itself)<br />
<br />
* Fixed an interaction bug with the Hardening Module and Penumbra's trap immunity.<br />
<br />
* Buffed Bloodlust and Necromech life leech significantly. Also clarified the Bloodlust description.<br />
<br />
* Removed the Immolated Minibot flame trail particle to improve performance and visibility. Also slightly buffed the trail fire rate and duration.<br />
** Thanks to Batman for reporting.<br />
<br />
* Fixed stacking issues with Mystery Missile Crate and Used Battery.<br />
<br />
* Re-adjusted the acceleration effect of Temporal Turbo to be slightly in the player's favor.<br />
** Thanks to Fluffiest for inspiring this change.<br />
<br />
* Added 25 new rooms for AuGMENTED.<br />
** The Grid, Locked From Inside, Aqueduct, Middle Tower, Feel The Burn, Power Relay, Don't Shoot, Tread Lightly, Sound Wave, Duel and more.<br />
<br />
== Version 2.501 Hotfix ==<br />
(Released October 15th, 2018) <br />
<br />
* Reverted to Unity version 2017.1p4 since the newer version seemed to be causing issues for some players.<br />
** Thanks to D€mïgød§, efseykho and ThePCGamer for reporting.<br />
<br />
== Version 2.500 (Unlock Overhaul) ==<br />
(Released October 15th, 2018)<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Optimized the particle dictionaries to reduce RAM usage. This freed up space is mostly taken up by particles for the new Unlock Overhaul items, although RAM usage is still down overall even when including the new stuff.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
* Fixed a possible seeding issue with the Nanite Squids.<br />
<br />
* Changed the description of the Incinerator and Beaming Probe consumables to mention the limited durability of the probes.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Tweaked SphereMonger and ChezEyelet rooms to prevent them from becoming death traps with certain enemy combinations.<br />
<br />
* Toned down Slalom room.<br />
<br />
* Increased Centrifuge and Opticon (Au) HP slightly.<br />
<br />
* Increased the conversion rate of the Credit to Energy Converter from x5 to x10.<br />
<br />
* Increased the energy cost of the Energy to Missile Converter from 5 to 10.<br />
<br />
* Updated the Misery mode description.<br />
<br />
* Fixed a problem with missile launcher muzzle flash animations showing twice.<br />
<br />
* Tweaked the tutorial to reduce likeliness of cutting off some of the voice lines and make it possible to level up once.<br />
<br />
* Reduced Decimating Power white flash duration to improve visibility.<br />
<br />
* Halved the knockback resistance of the mobile Core Blades.<br />
<br />
* Buffed the damage of the 2-Way Missile Module (Au).<br />
<br />
* Increased the reward for completing the Puzzlemaster probation.<br />
<br />
* Fixed some typos.<br />
<br />
* Upgraded the engine from Unity 2017.1p4 to 2017.3.<br />
<br />
=== Unlock Overhaul ===<br />
<br />
** Added 87 new items to the game: 62 new unlockable items for the base game, a further 16 unlockable items for the AuGMENTED expansion, and 9 new items going straight into the base game.<br />
** Added tiered enemy seeding for the base game and the AuGMENTED expansion, based on victories.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=37390Starward Rogue:Post-1.5 Release Notes2019-12-18T02:24:52Z<p>Logorouge: /* Version 2.502 */</p>
<hr />
<div>== Version 2.502 ==<br />
(We're still working on this)<br />
<br />
* Fixes for a couple of misnamed shots with the wrong letter case, which was causing those not to be seen on Linux.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set Solar Spear to not do friendly fire<br />
** Thanks to Whistler and Fluffiest for reporting.<br />
<br />
* Set Paragon to not seed until the second floor, since the miniboss is a bit too difficult for the first floor.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed interaction problem between Condemned rooms and Risky Assassin that could be run ending. <br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed problem with a rogue testing version of the Zombot seeding which was causing some rooms to be unintentionally locked.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a weird interaction between Risky Assassin and Conductive Hull that could end a run unexpectedly.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Standardized the regular main weapons to have a frequency seeding of 100 and the regular secondary weapons to have a frequency seeding of 80. This should help improve the balance between main and secondary weapons, since there is a much larger quantity of secondary weapons in the game.<br />
** Thanks to Fluffiest for the feedback.<br />
<br />
* Removed the Bombardier walking SFX for the moment since it could be annoying.<br />
<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Did an accuracy pass on the range stats for Main and Secondary weapons.<br />
** Thanks to Dark Twinge for highlighting the inaccuracies.<br />
<br />
* Increased the Disruptor range slightly.<br />
<br />
* Improved the wording of the damage bonuses to help clarify the difference between additive and multiplicative bonuses or penalties.<br />
<br />
* Fix for being able to heal via caltrops while you have defense orbitals active. Simplified how the damage reduction/armor is implemented.<br />
<br />
* Shortened the standard shot clearing duration. This affects the duration of the shot clearing for using teleporters and during boss phase changes. This should mostly eliminate the possibility of wasting resources when using the teleporters. Both the player and bosses can now start firing shots slightly earlier after a phase change, but practically this doesn't make much of a difference to boss fights overall.<br />
<br />
* Fixed an issue with the X1_D18_QuadPuzzle room which was making it auto clear half of the time.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Improved the performance of the Sludge Dump item.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Improved the balance of the Plague Pistol. Also made the weapons' plague cloud 50% transparent to improve visibility.<br />
** Thanks to Fluffiest and Whistler for inspiring these changes.<br />
<br />
* Fixed a longstanding bug which was causing the on hit particle location to be centred on an enemy rather than at the shot location.<br />
<br />
* Tweaked a few main gun attack values and stats.<br />
<br />
* Removed problematic effects on the Risky Assassin incredibility that could potentially break some weapons and the redundant Health Gains (since the item sets your health to 1 anyway).<br />
<br />
* Moved the Green Zoomer enemy from the Pursuer to the Attacker category for spawning.<br />
<br />
* Added more safe zones and a few more enemies to the Dwarf Gambit (Au) Challenge room.<br />
<br />
* Added Buddies to the King (Au) minibosses.<br />
<br />
* Added environmental hazards to the Harrier (Au) miniboss room.<br />
<br />
* Increased the intensity of Energy Drain tiles.<br />
<br />
* Buffed the duration of the Blood Artifact health leeching effect to 3 seconds. (Note, not the duration of the artifact itself)<br />
<br />
* Fixed an interaction bug with the Hardening Module and Penumbra's trap immunity.<br />
<br />
* Buffed Bloodlust and Necromech life leech significantly. Also clarified the Bloodlust description.<br />
<br />
* Removed the Immolated Minibot flame trail particle to improve performance and visibility. Also slightly buffed the trail fire rate and duration.<br />
** Thanks to Batman for reporting.<br />
<br />
* Fixed stacking issues with Mystery Missile Crate and Used Battery.<br />
<br />
* Added 25 new rooms for AuGMENTED.<br />
** The Grid, Locked From Inside, Aqueduct, Middle Tower, Feel The Burn, Power Relay, Don't Shoot, Tread Lightly, Sound Wave, Duel and more.<br />
<br />
== Version 2.501 Hotfix ==<br />
(Released October 15th, 2018) <br />
<br />
* Reverted to Unity version 2017.1p4 since the newer version seemed to be causing issues for some players.<br />
** Thanks to D€mïgød§, efseykho and ThePCGamer for reporting.<br />
<br />
== Version 2.500 (Unlock Overhaul) ==<br />
(Released October 15th, 2018)<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Optimized the particle dictionaries to reduce RAM usage. This freed up space is mostly taken up by particles for the new Unlock Overhaul items, although RAM usage is still down overall even when including the new stuff.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
* Fixed a possible seeding issue with the Nanite Squids.<br />
<br />
* Changed the description of the Incinerator and Beaming Probe consumables to mention the limited durability of the probes.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Tweaked SphereMonger and ChezEyelet rooms to prevent them from becoming death traps with certain enemy combinations.<br />
<br />
* Toned down Slalom room.<br />
<br />
* Increased Centrifuge and Opticon (Au) HP slightly.<br />
<br />
* Increased the conversion rate of the Credit to Energy Converter from x5 to x10.<br />
<br />
* Increased the energy cost of the Energy to Missile Converter from 5 to 10.<br />
<br />
* Updated the Misery mode description.<br />
<br />
* Fixed a problem with missile launcher muzzle flash animations showing twice.<br />
<br />
* Tweaked the tutorial to reduce likeliness of cutting off some of the voice lines and make it possible to level up once.<br />
<br />
* Reduced Decimating Power white flash duration to improve visibility.<br />
<br />
* Halved the knockback resistance of the mobile Core Blades.<br />
<br />
* Buffed the damage of the 2-Way Missile Module (Au).<br />
<br />
* Increased the reward for completing the Puzzlemaster probation.<br />
<br />
* Fixed some typos.<br />
<br />
* Upgraded the engine from Unity 2017.1p4 to 2017.3.<br />
<br />
=== Unlock Overhaul ===<br />
<br />
** Added 87 new items to the game: 62 new unlockable items for the base game, a further 16 unlockable items for the AuGMENTED expansion, and 9 new items going straight into the base game.<br />
** Added tiered enemy seeding for the base game and the AuGMENTED expansion, based on victories.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=37260Starward Rogue:Post-1.5 Release Notes2019-12-01T14:07:45Z<p>Logorouge: /* Version 2.502 */</p>
<hr />
<div>== Version 2.502 ==<br />
(We're still working on this)<br />
<br />
* Fixes for a couple of misnamed shots with the wrong letter case, which was causing those not to be seen on Linux.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set Solar Spear to not do friendly fire<br />
** Thanks to Whistler and Fluffiest for reporting.<br />
<br />
* Set Paragon to not seed until the second floor, since the miniboss is a bit too difficult for the first floor.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed interaction problem between Condemned rooms and Risky Assassin that could be run ending. <br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed problem with a rogue testing version of the Zombot seeding which was causing some rooms to be unintentionally locked.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a weird interaction between Risky Assassin and Conductive Hull that could end a run unexpectedly.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Standardized the regular main weapons to have a frequency seeding of 100 and the regular secondary weapons to have a frequency seeding of 80. This should help improve the balance between main and secondary weapons, since there is a much larger quantity of secondary weapons in the game.<br />
** Thanks to Fluffiest for the feedback.<br />
<br />
* Removed the Bombardier walking SFX for the moment since it could be annoying.<br />
<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Did an accuracy pass on the range stats for Main and Secondary weapons.<br />
** Thanks to Dark Twinge for highlighting the inaccuracies.<br />
<br />
* Increased the Disruptor range slightly.<br />
<br />
* Improved the wording of the damage bonuses to help clarify the difference between additive and multiplicative bonuses or penalties.<br />
<br />
* Fix for being able to heal via caltrops while you have defense orbitals active. Simplified how the damage reduction/armor is implemented.<br />
<br />
* Shortened the standard shot clearing duration. This affects the duration of the shot clearing for using teleporters and during boss phase changes. This should mostly eliminate the possibility of wasting resources when using the teleporters. Both the player and bosses can now start firing shots slightly earlier after a phase change, but practically this doesn't make much of a difference to boss fights overall.<br />
<br />
* Fixed an issue with the X1_D18_QuadPuzzle room which was making it auto clear half of the time.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Improved the performance of the Sludge Dump item.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Improved the balance of the Plague Pistol. Also made the weapons' plague cloud 50% transparent to improve visibility.<br />
** Thanks to Fluffiest and Whistler for inspiring these changes.<br />
<br />
* Fixed a longstanding bug which was causing the on hit particle location to be centred on an enemy rather than at the shot location.<br />
<br />
* Tweaked a few main gun attack values and stats.<br />
<br />
* Removed problematic effects on the Risky Assassin incredibility that could potentially break some weapons and the redundant Health Gains (since the item sets your health to 1 anyway).<br />
<br />
* Moved the Green Zoomer enemy from the Pursuer to the Attacker category for spawning.<br />
<br />
* Added more safe zones and a few more enemies to the Dwarf Gambit (Au) Challenge room.<br />
<br />
* Added Buddies to the King (Au) minibosses.<br />
<br />
* Added environmental hazards to the Harrier (Au) miniboss room.<br />
<br />
* Increased the intensity of Energy Drain tiles.<br />
<br />
* Buffed the duration of the Blood Artifact health leeching effect to 3 seconds. (Note, not the duration of the artifact itself)<br />
<br />
* Fixed an interaction bug with the Hardening Module and Penumbra's trap immunity.<br />
<br />
* Buffed Bloodlust and Necromech life leech significantly. Also clarified the Bloodlust description.<br />
<br />
* Removed the Immolated Minibot flame trail particle to improve performance and visibility. Also slightly buffed the trail fire rate and duration.<br />
** Thanks to Batman for reporting.<br />
<br />
* Fixed stacking issues with Mystery Missile Crate and Used Battery.<br />
<br />
* Added 20 new rooms for AuGMENTED.<br />
** The Grid, Locked From Inside, Aqueduct, Middle Tower, Feel The Burn, Power Relay, Don't Shoot, Tread Lightly, Sound Wave, Duel and more.<br />
<br />
== Version 2.501 Hotfix ==<br />
(Released October 15th, 2018) <br />
<br />
* Reverted to Unity version 2017.1p4 since the newer version seemed to be causing issues for some players.<br />
** Thanks to D€mïgød§, efseykho and ThePCGamer for reporting.<br />
<br />
== Version 2.500 (Unlock Overhaul) ==<br />
(Released October 15th, 2018)<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Optimized the particle dictionaries to reduce RAM usage. This freed up space is mostly taken up by particles for the new Unlock Overhaul items, although RAM usage is still down overall even when including the new stuff.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
* Fixed a possible seeding issue with the Nanite Squids.<br />
<br />
* Changed the description of the Incinerator and Beaming Probe consumables to mention the limited durability of the probes.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Tweaked SphereMonger and ChezEyelet rooms to prevent them from becoming death traps with certain enemy combinations.<br />
<br />
* Toned down Slalom room.<br />
<br />
* Increased Centrifuge and Opticon (Au) HP slightly.<br />
<br />
* Increased the conversion rate of the Credit to Energy Converter from x5 to x10.<br />
<br />
* Increased the energy cost of the Energy to Missile Converter from 5 to 10.<br />
<br />
* Updated the Misery mode description.<br />
<br />
* Fixed a problem with missile launcher muzzle flash animations showing twice.<br />
<br />
* Tweaked the tutorial to reduce likeliness of cutting off some of the voice lines and make it possible to level up once.<br />
<br />
* Reduced Decimating Power white flash duration to improve visibility.<br />
<br />
* Halved the knockback resistance of the mobile Core Blades.<br />
<br />
* Buffed the damage of the 2-Way Missile Module (Au).<br />
<br />
* Increased the reward for completing the Puzzlemaster probation.<br />
<br />
* Fixed some typos.<br />
<br />
* Upgraded the engine from Unity 2017.1p4 to 2017.3.<br />
<br />
=== Unlock Overhaul ===<br />
<br />
** Added 87 new items to the game: 62 new unlockable items for the base game, a further 16 unlockable items for the AuGMENTED expansion, and 9 new items going straight into the base game.<br />
** Added tiered enemy seeding for the base game and the AuGMENTED expansion, based on victories.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=37014Starward Rogue:Post-1.5 Release Notes2019-10-29T01:27:07Z<p>Logorouge: /* Version 2.502 */</p>
<hr />
<div>== Version 2.502 ==<br />
(We're still working on this)<br />
<br />
* Fixes for a couple of misnamed shots with the wrong letter case, which was causing those not to be seen on Linux.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set Solar Spear to not do friendly fire<br />
** Thanks to Whistler and Fluffiest for reporting.<br />
<br />
* Set Paragon to not seed until the second floor, since the miniboss is a bit too difficult for the first floor.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed interaction problem between Condemned rooms and Risky Assassin that could be run ending. <br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed problem with a rogue testing version of the Zombot seeding which was causing some rooms to be unintentionally locked.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a weird interaction between Risky Assassin and Conductive Hull that could end a run unexpectedly.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Standardized the regular main weapons to have a frequency seeding of 100 and the regular secondary weapons to have a frequency seeding of 80. This should help improve the balance between main and secondary weapons, since there is a much larger quantity of secondary weapons in the game.<br />
** Thanks to Fluffiest for the feedback.<br />
<br />
* Removed the Bombardier walking SFX for the moment since it could be annoying.<br />
<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Did an accuracy pass on the range stats for Main and Secondary weapons.<br />
** Thanks to Dark Twinge for highlighting the inaccuracies.<br />
<br />
* Increased the Disruptor range slightly.<br />
<br />
* Improved the wording of the damage bonuses to help clarify the difference between additive and multiplicative bonuses or penalties.<br />
<br />
* Fix for being able to heal via caltrops while you have defense orbitals active. Simplified how the damage reduction/armor is implemented.<br />
<br />
* Shortened the standard shot clearing duration. This affects the duration of the shot clearing for using teleporters and during boss phase changes. This should mostly eliminate the possibility of wasting resources when using the teleporters. Both the player and bosses can now start firing shots slightly earlier after a phase change, but practically this doesn't make much of a difference to boss fights overall.<br />
<br />
* Fixed an issue with the X1_D18_QuadPuzzle room which was making it auto clear half of the time.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Improved the performance of the Sludge Dump item.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Improved the balance of the Plague Pistol. Also made the weapons' plague cloud 50% transparent to improve visibility.<br />
** Thanks to Fluffiest and Whistler for inspiring these changes.<br />
<br />
* Fixed a longstanding bug which was causing the on hit particle location to be centred on an enemy rather than at the shot location.<br />
<br />
* Tweaked a few main gun attack values and stats.<br />
<br />
* Removed problematic effects on the Risky Assassin incredibility that could potentially break some weapons and the redundant Health Gains (since the item sets your health to 1 anyway).<br />
<br />
* Moved the Green Zoomer enemy from the Pursuer to the Attacker category for spawning.<br />
<br />
* Added more safe zones and a few more enemies to the Dwarf Gambit (Au) Challenge room.<br />
<br />
* Added Buddies to the King (Au) minibosses.<br />
<br />
* Added environmental hazards to the Harrier (Au) miniboss room.<br />
<br />
* Increased the intensity of Energy Drain tiles.<br />
<br />
* Buffed the duration of the Blood Artifact health leeching effect to 3 seconds. (Note, not the duration of the artifact itself)<br />
<br />
* Fixed an interaction bug with the Hardening Module and Penumbra's trap immunity.<br />
<br />
* Buffed Bloodlust and Necromech life leech significantly. Also clarified the Bloodlust description.<br />
<br />
* Removed the Immolated Minibot flame trail particle to improve performance and visibility. Also slightly buffed the trail fire rate and duration.<br />
** Thanks to Batman for reporting.<br />
<br />
* Fixed stacking issues with Mystery Missile Crate and Used Battery.<br />
<br />
* Added 10 new rooms for AuGMENTED.<br />
** The Grid, Locked From Inside, Aqueduct, Middle Tower, Feel The Burn, Power Relay, Don't Shoot, Tread Lightly, Sound Wave, and Duel.<br />
<br />
== Version 2.501 Hotfix ==<br />
(Released October 15th, 2018) <br />
<br />
* Reverted to Unity version 2017.1p4 since the newer version seemed to be causing issues for some players.<br />
** Thanks to D€mïgød§, efseykho and ThePCGamer for reporting.<br />
<br />
== Version 2.500 (Unlock Overhaul) ==<br />
(Released October 15th, 2018)<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Optimized the particle dictionaries to reduce RAM usage. This freed up space is mostly taken up by particles for the new Unlock Overhaul items, although RAM usage is still down overall even when including the new stuff.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
* Fixed a possible seeding issue with the Nanite Squids.<br />
<br />
* Changed the description of the Incinerator and Beaming Probe consumables to mention the limited durability of the probes.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Tweaked SphereMonger and ChezEyelet rooms to prevent them from becoming death traps with certain enemy combinations.<br />
<br />
* Toned down Slalom room.<br />
<br />
* Increased Centrifuge and Opticon (Au) HP slightly.<br />
<br />
* Increased the conversion rate of the Credit to Energy Converter from x5 to x10.<br />
<br />
* Increased the energy cost of the Energy to Missile Converter from 5 to 10.<br />
<br />
* Updated the Misery mode description.<br />
<br />
* Fixed a problem with missile launcher muzzle flash animations showing twice.<br />
<br />
* Tweaked the tutorial to reduce likeliness of cutting off some of the voice lines and make it possible to level up once.<br />
<br />
* Reduced Decimating Power white flash duration to improve visibility.<br />
<br />
* Halved the knockback resistance of the mobile Core Blades.<br />
<br />
* Buffed the damage of the 2-Way Missile Module (Au).<br />
<br />
* Increased the reward for completing the Puzzlemaster probation.<br />
<br />
* Fixed some typos.<br />
<br />
* Upgraded the engine from Unity 2017.1p4 to 2017.3.<br />
<br />
=== Unlock Overhaul ===<br />
<br />
** Added 87 new items to the game: 62 new unlockable items for the base game, a further 16 unlockable items for the AuGMENTED expansion, and 9 new items going straight into the base game.<br />
** Added tiered enemy seeding for the base game and the AuGMENTED expansion, based on victories.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=34826Starward Rogue:Post-1.5 Release Notes2019-01-13T15:02:53Z<p>Logorouge: /* Version 2.502 */</p>
<hr />
<div>== Version 2.502 ==<br />
(We're still working on this)<br />
<br />
* Fixes for a couple of misnamed shots with the wrong letter case, which was causing those not to be seen on Linux.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set Solar Spear to not do friendly fire<br />
** Thanks to Whistler and Fluffiest for reporting.<br />
<br />
* Set Paragon to not seed until the second floor, since the miniboss is a bit too difficult for the first floor.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed interaction problem between Condemned rooms and Risky Assassin that could be run ending. <br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed problem with a rogue testing version of the Zombot seeding which was causing some rooms to be unintentionally locked.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a weird interaction between Risky Assassin and Conductive Hull that could end a run unexpectedly.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Standardized the regular main weapons to have a frequency seeding of 100 and the regular secondary weapons to have a frequency seeding of 80. This should help improve the balance between main and secondary weapons, since there is a much larger quantity of secondary weapons in the game.<br />
** Thanks to Fluffiest for the feedback.<br />
<br />
* Removed the Bombardier walking SFX for the moment since it could be annoying.<br />
<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Did an accuracy pass on the range stats for Main and Secondary weapons.<br />
** Thanks to Dark Twinge for highlighting the inaccuracies.<br />
<br />
* Increased the Disruptor range slightly.<br />
<br />
* Improved the wording of the damage bonuses to help clarify the difference between additive and multiplicative bonuses or penalties.<br />
<br />
* Fix for being able to heal via caltrops while you have defense orbitals active. Simplified how the damage reduction/armor is implemented.<br />
<br />
* Shortened the standard shot clearing duration. This affects the duration of the shot clearing for using teleporters and during boss phase changes. This should mostly eliminate the possibility of wasting resources when using the teleporters. Both the player and bosses can now start firing shots slightly earlier after a phase change, but practically this doesn't make much of a difference to boss fights overall.<br />
<br />
* Fixed an issue with the X1_D18_QuadPuzzle room which was making it auto clear half of the time.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Improved the performance of the Sludge Dump item.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Improved the balance of the Plague Pistol<br />
** Thanks to Fluffiest and Whistler for inspiring these changes.<br />
<br />
* Fixed a longstanding bug which was causing the on hit particle location to be centred on an enemy rather than at the shot location.<br />
<br />
* Tweaked a few main gun attack values and stats.<br />
<br />
* Removed problematic effects on the Risky Assassin incredibility that could potentially break some weapons and the redundant Health Gains (since the item sets your health to 1 anyway).<br />
<br />
* Moved the Green Zoomer enemy from the Pursuer to the Attacker category for spawning.<br />
<br />
* Added more safe zones and a few more enemies to the Dwarf Gambit (Au) Challenge room.<br />
<br />
* Added Buddies to the King (Au) minibosses.<br />
<br />
* Added environmental hazards to the Harrier (Au) miniboss room.<br />
<br />
* Increased the intensity of Energy Drain tiles.<br />
<br />
== Version 2.501 Hotfix ==<br />
(Released October 15th, 2018) <br />
<br />
* Reverted to Unity version 2017.1p4 since the newer version seemed to be causing issues for some players.<br />
** Thanks to D€mïgød§, efseykho and ThePCGamer for reporting.<br />
<br />
== Version 2.500 (Unlock Overhaul) ==<br />
(Released October 15th, 2018)<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Optimized the particle dictionaries to reduce RAM usage. This freed up space is mostly taken up by particles for the new Unlock Overhaul items, although RAM usage is still down overall even when including the new stuff.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
* Fixed a possible seeding issue with the Nanite Squids.<br />
<br />
* Changed the description of the Incinerator and Beaming Probe consumables to mention the limited durability of the probes.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Tweaked SphereMonger and ChezEyelet rooms to prevent them from becoming death traps with certain enemy combinations.<br />
<br />
* Toned down Slalom room.<br />
<br />
* Increased Centrifuge and Opticon (Au) HP slightly.<br />
<br />
* Increased the conversion rate of the Credit to Energy Converter from x5 to x10.<br />
<br />
* Increased the energy cost of the Energy to Missile Converter from 5 to 10.<br />
<br />
* Updated the Misery mode description.<br />
<br />
* Fixed a problem with missile launcher muzzle flash animations showing twice.<br />
<br />
* Tweaked the tutorial to reduce likeliness of cutting off some of the voice lines and make it possible to level up once.<br />
<br />
* Reduced Decimating Power white flash duration to improve visibility.<br />
<br />
* Halved the knockback resistance of the mobile Core Blades.<br />
<br />
* Buffed the damage of the 2-Way Missile Module (Au).<br />
<br />
* Increased the reward for completing the Puzzlemaster probation.<br />
<br />
* Fixed some typos.<br />
<br />
* Upgraded the engine from Unity 2017.1p4 to 2017.3.<br />
<br />
=== Unlock Overhaul ===<br />
<br />
** Added 87 new items to the game: 62 new unlockable items for the base game, a further 16 unlockable items for the AuGMENTED expansion, and 9 new items going straight into the base game.<br />
** Added tiered enemy seeding for the base game and the AuGMENTED expansion, based on victories.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=34825Starward Rogue:Post-1.5 Release Notes2019-01-13T15:01:42Z<p>Logorouge: /* Version 2.502 */</p>
<hr />
<div>== Version 2.502 ==<br />
(We're still working on this)<br />
<br />
* Fixes for a couple of misnamed shots with the wrong letter case, which was causing those not to be seen on Linux.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set Solar Spear to not do friendly fire<br />
** Thanks to Whistler and Fluffiest for reporting.<br />
<br />
* Set Paragon to not seed until the second floor, since the miniboss is a bit too difficult for the first floor.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed interaction problem between Condemned rooms and Risky Assassin that could be run ending. <br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed problem with a rogue testing version of the Zombot seeding which was causing some rooms to be unintentionally locked.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a weird interaction between Risky Assassin and Conductive Hull that could end a run unexpectedly.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Standardized the regular main weapons to have a frequency seeding of 100 and the regular secondary weapons to have a frequency seeding of 80. This should help improve the balance between main and secondary weapons, since there is a much larger quantity of secondary weapons in the game.<br />
** Thanks to Fluffiest for the feedback.<br />
<br />
* Removed the Bombardier walking SFX for the moment since it could be annoying.<br />
<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Did an accuracy pass on the range stats for Main and Secondary weapons.<br />
** Thanks to Dark Twinge for highlighting the inaccuracies.<br />
<br />
* Increased the Disruptor range slightly.<br />
<br />
* Improved the wording of the damage bonuses to help clarify the difference between additive and multiplicative bonuses or penalties.<br />
<br />
* Fix for being able to heal via caltrops while you have defense orbitals active. Simplified how the damage reduction/armor is implemented.<br />
<br />
* Shortened the standard shot clearing duration. This affects the duration of the shot clearing for using teleporters and during boss phase changes. This should mostly eliminate the possibility of wasting resources when using the teleporters. Both the player and bosses can now start firing shots slightly earlier after a phase change, but practically this doesn't make much of a difference to boss fights overall.<br />
<br />
* Fixed an issue with the X1_D18_QuadPuzzle room which was making it auto clear half of the time.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Improved the performance of the Sludge Dump item.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Improved the balance of the Plague Pistol<br />
** Thanks to Fluffiest and Whistler for inspiring these changes.<br />
<br />
* Fixed a longstanding bug which was causing the on hit particle location to be centred on an enemy rather than at the shot location.<br />
<br />
* Tweaked a few main gun attack values and stats.<br />
<br />
* Removed problematic effects on the Risky Assassin incredibility that could potentially break some weapons and the redundant Health Gains (since the item sets your health to 1 anyway).<br />
<br />
* Moved the Green Zoomer enemy from the Pursuer to the Attacker category for spawning.<br />
<br />
* Added more safe zones and a few more enemies to the Dwarf Gambit (Au) Challenge room.<br />
<br />
* Added Buddies to the King(Au) minibosses.<br />
<br />
* Added environmental hazards to the Harrier(Au) miniboss room.<br />
<br />
* Increased the intensity of Energy Drain tiles.<br />
<br />
== Version 2.501 Hotfix ==<br />
(Released October 15th, 2018) <br />
<br />
* Reverted to Unity version 2017.1p4 since the newer version seemed to be causing issues for some players.<br />
** Thanks to D€mïgød§, efseykho and ThePCGamer for reporting.<br />
<br />
== Version 2.500 (Unlock Overhaul) ==<br />
(Released October 15th, 2018)<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Optimized the particle dictionaries to reduce RAM usage. This freed up space is mostly taken up by particles for the new Unlock Overhaul items, although RAM usage is still down overall even when including the new stuff.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
* Fixed a possible seeding issue with the Nanite Squids.<br />
<br />
* Changed the description of the Incinerator and Beaming Probe consumables to mention the limited durability of the probes.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Tweaked SphereMonger and ChezEyelet rooms to prevent them from becoming death traps with certain enemy combinations.<br />
<br />
* Toned down Slalom room.<br />
<br />
* Increased Centrifuge and Opticon (Au) HP slightly.<br />
<br />
* Increased the conversion rate of the Credit to Energy Converter from x5 to x10.<br />
<br />
* Increased the energy cost of the Energy to Missile Converter from 5 to 10.<br />
<br />
* Updated the Misery mode description.<br />
<br />
* Fixed a problem with missile launcher muzzle flash animations showing twice.<br />
<br />
* Tweaked the tutorial to reduce likeliness of cutting off some of the voice lines and make it possible to level up once.<br />
<br />
* Reduced Decimating Power white flash duration to improve visibility.<br />
<br />
* Halved the knockback resistance of the mobile Core Blades.<br />
<br />
* Buffed the damage of the 2-Way Missile Module (Au).<br />
<br />
* Increased the reward for completing the Puzzlemaster probation.<br />
<br />
* Fixed some typos.<br />
<br />
* Upgraded the engine from Unity 2017.1p4 to 2017.3.<br />
<br />
=== Unlock Overhaul ===<br />
<br />
** Added 87 new items to the game: 62 new unlockable items for the base game, a further 16 unlockable items for the AuGMENTED expansion, and 9 new items going straight into the base game.<br />
** Added tiered enemy seeding for the base game and the AuGMENTED expansion, based on victories.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=33317Starward Rogue:Post-1.5 Release Notes2018-10-24T23:45:51Z<p>Logorouge: /* Version 2.502 */</p>
<hr />
<div>== Version 2.502 ==<br />
(We're still working on this)<br />
<br />
* Fixes for a couple of misnamed shots with the wrong letter case, which was causing those not to be seen on Linux.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set Solar Spear to not do friendly fire<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set Paragon to not seed until the second floor, since the miniboss is a bit too difficult for the first floor.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed interaction problem between Condemned rooms and Risky Assassin that could be run ending. <br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed problem with a rogue testing version of the Zombot seeding which was causing some rooms to be unintentionally locked.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a weird interaction between Risky Assassin and Conductive Hull that could end a run unexpectedly.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.501 Hotfix ==<br />
(Released October 15th, 2018) <br />
<br />
* Reverted to Unity version 2017.1p4 since the newer version seemed to be causing issues for some players.<br />
** Thanks to D€mïgød§, efseykho and ThePCGamer for reporting.<br />
<br />
== Version 2.500 (Unlock Overhaul) ==<br />
(Released October 15th, 2018)<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Optimized the particle dictionaries to reduce RAM usage. This freed up space is mostly taken up by particles for the new Unlock Overhaul items, although RAM usage is still down overall even when including the new stuff.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
* Fixed a possible seeding issue with the Nanite Squids.<br />
<br />
* Changed the description of the Incinerator and Beaming Probe consumables to mention the limited durability of the probes.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Tweaked SphereMonger and ChezEyelet rooms to prevent them from becoming death traps with certain enemy combinations.<br />
<br />
* Toned down Slalom room.<br />
<br />
* Increased Centrifuge and Opticon (Au) HP slightly.<br />
<br />
* Increased the conversion rate of the Credit to Energy Converter from x5 to x10.<br />
<br />
* Increased the energy cost of the Energy to Missile Converter from 5 to 10.<br />
<br />
* Updated the Misery mode description.<br />
<br />
* Fixed a problem with missile launcher muzzle flash animations showing twice.<br />
<br />
* Tweaked the tutorial to reduce likeliness of cutting off some of the voice lines and make it possible to level up once.<br />
<br />
* Reduced Decimating Power white flash duration to improve visibility.<br />
<br />
* Halved the knockback resistance of the mobile Core Blades.<br />
<br />
* Buffed the damage of the 2-Way Missile Module (Au).<br />
<br />
* Increased the reward for completing the Puzzlemaster probation.<br />
<br />
* Fixed some typos.<br />
<br />
* Upgraded the engine from Unity 2017.1p4 to 2017.3.<br />
<br />
=== Unlock Overhaul ===<br />
<br />
** Added 87 new items to the game: 62 new unlockable items for the base game, a further 16 unlockable items for the AuGMENTED expansion, and 9 new items going straight into the base game.<br />
** Added tiered enemy seeding for the base game and the AuGMENTED expansion, based on victories.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=32643Starward Rogue:Post-1.5 Release Notes2018-10-15T01:27:50Z<p>Logorouge: /* Version 2.500 (Unlock Overhaul) */</p>
<hr />
<div>== Version 2.500 (Unlock Overhaul) ==<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Optimized the particle dictionaries to reduce RAM usage. This freed up space is mostly taken up by particles for the new Unlock Overhaul items, although RAM usage is still down overall even when including the new stuff.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
* Fixed a possible seeding issue with the Nanite Squids.<br />
<br />
* Changed the description of the Incinerator and Beaming Probe consumables to mention the limited durability of the probes.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Tweaked SphereMonger and ChezEyelet rooms to prevent them from becoming death traps with certain enemy combinations.<br />
<br />
* Toned down Slalom room.<br />
<br />
* Increased Centrifuge and Opticon (Au) HP slightly.<br />
<br />
* Increased the conversion rate of the Credit to Energy Converter from x5 to x10.<br />
<br />
* Increased the energy cost of the Energy to Missile Converter from 5 to 10.<br />
<br />
* Updated the Misery mode description.<br />
<br />
* Fixed a problem with missile launcher muzzle flash animations showing twice.<br />
<br />
* Tweaked the tutorial to reduce likeliness of cutting off some of the voice lines and make it possible to level up once.<br />
<br />
* Reduced Decimating Power white flash duration to improve visibility.<br />
<br />
* Halved the knockback resistance of the mobile Core Blades.<br />
<br />
* Buffed the damage of the 2-Way Missile Module (Au).<br />
<br />
* Increased the reward for completing the Puzzlemaster probation.<br />
<br />
* Fixed some typos.<br />
<br />
* '''Unlock Overhaul'''<br />
** Added 87 new items to the game: 62 new unlockable items for the base game, a further 16 unlockable items for the AuGMENTED expansion, and 9 new items going straight into the base game.<br />
** Added tiered enemy seeding for the base game and the AuGMENTED expansion, based on victories.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=32641Starward Rogue:Post-1.5 Release Notes2018-10-14T22:33:23Z<p>Logorouge: /* Version 2.5 (Unlock Overhaul) */</p>
<hr />
<div>== Version 2.500 (Unlock Overhaul) ==<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Optimized the particle dictionaries to reduce RAM usage. This freed up space is mostly taken up by particles for the new Unlock Overhaul items, although RAM usage is still down overall even when including the new stuff.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
* Fixed a possible seeding issue with the Nanite Squids.<br />
<br />
* Changed the description of the Incinerator and Beaming Probe consumables to mention the limited durability of the probes.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Tweaked SphereMonger and ChezEyelet rooms to prevent them from becoming death traps with certain enemy combinations.<br />
<br />
* Toned down Slalom room.<br />
<br />
* Increased Centrifuge and Opticon (Au) HP slightly.<br />
<br />
* Increased the conversion rate of the Credit to Energy Converter from x5 to x10.<br />
<br />
* Increased the energy cost of the Energy to Missile Converter from 5 to 10.<br />
<br />
* Updated the Misery mode description.<br />
<br />
* Fixed a problem with missile launcher muzzle flash animations showing twice.<br />
<br />
* Tweaked the tutorial to reduce likeliness of cutting off some of the voice lines and make it possible to level up once.<br />
<br />
* Reduced Decimating Power white flash duration to improve visibility.<br />
<br />
* Halved the knockback resistance of the mobile Core Blades.<br />
<br />
* Buffed the damage of the 2-Way Missile Module (Au).<br />
<br />
* Fixed some typos.<br />
<br />
* '''Unlock Overhaul'''<br />
** Added 87 new items to the game: 62 new unlockable items for the base game, a further 16 unlockable items for the AuGMENTED expansion, and 9 new items going straight into the base game.<br />
** Added tiered enemy seeding for the base game and the AuGMENTED expansion, based on victories.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=32603Starward Rogue:Post-1.5 Release Notes2018-10-13T20:36:55Z<p>Logorouge: /* Version 2.5 (Unlock Overhaul) */</p>
<hr />
<div>== Version 2.5 (Unlock Overhaul) ==<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Optimized the particle dictionaries to reduce RAM usage. This freed up space is mostly taken up by particles for the new Unlock Overhaul items, although RAM usage is still down overall even when including the new stuff.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
* Fixed a possible seeding issue with the Nanite Squids.<br />
<br />
* Changed the description of the Incinerator and Beaming Probe consumables to mention the limited durability of the probes.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Tweaked SphereMonger and ChezEyelet rooms to prevent them from becoming death traps with certain enemy combinations.<br />
<br />
* Toned down Slalom room.<br />
<br />
* Increased Centrifuge and Opticon (Au) HP slightly.<br />
<br />
* Increased the conversion rate of the Credit to Energy Converter from x5 to x10.<br />
<br />
* Increased the energy cost of the Energy to Missile Converter from 5 to 10.<br />
<br />
* Updated the Misery mode description.<br />
<br />
* Fixed a problem with missile launcher muzzle flash animations showing twice.<br />
<br />
* Tweaked the tutorial to reduce likeliness of cutting off some of the voice lines and make it possible to level up once.<br />
<br />
* Reduced Decimating Power white flash duration to improve visibility.<br />
<br />
* Halved the knockback resistance of the mobile Core Blades.<br />
<br />
* Buffed the damage of the 2-Way Missile Module (Au).<br />
<br />
* Fixed some typos.<br />
<br />
* '''Unlock Overhaul'''<br />
** Added 87 new items to the game: 62 new unlockable items for the base game, a further 16 unlockable items for the AuGMENTED expansion, and 9 new items going straight into the base game.<br />
** Added tiered enemy seeding for the base game and the AuGMENTED expansion, based on victories.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=32529Starward Rogue:Post-1.5 Release Notes2018-10-11T01:30:20Z<p>Logorouge: /* Version 2.005 (upcoming) */</p>
<hr />
<div>== Version 2.005 (upcoming) ==<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
*Changed the description of the Incinerator and Beaming Probe consumables to mention the limited durability of the probes.<br />
**Thanks to Fluffiest for reporting.<br />
<br />
* '''Unlock Overhaul'''<br />
** Added 87 new items to the game: 62 new items for the base game and a further 16 items for the AuGMENTED expansion. These items can be unlocked by completing achievements. For any already completed achievements, the rewards will automatically be unlocked. Additionally, there are also 9 new items going straight into the base game.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=32528Starward Rogue:Post-1.5 Release Notes2018-10-10T23:02:13Z<p>Logorouge: /* Version 2.005 (upcoming) */</p>
<hr />
<div>== Version 2.005 (upcoming) ==<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of a lot of the secondary weapons. Some were a bit off based on damage calculations.<br />
<br />
* Improved the accuracy of the secondary weapon stats. Also removed the ENR_USE stat. Attack power for secondary weapons now more consistently represents overall strength of the weapon so it's easier to compare weapons at a glance. Energy use is still displayed in the text description box, though.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback. <br />
<br />
* '''Unlock Overhaul'''<br />
** Added 87 new items to the game: 62 new items for the base game and a further 16 items for the AuGMENTED expansion. These items can be unlocked by completing achievements. For any already completed achievements, the rewards will automatically be unlocked. Additionally, there are also 9 new items going straight into the base game.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=32504Starward Rogue:Post-1.5 Release Notes2018-10-06T19:57:33Z<p>Logorouge: /* Version 2.005 (upcoming) */</p>
<hr />
<div>== Version 2.005 (upcoming) ==<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of the secondary weapons. Also updated the stats to be more accurate and a bit clearer to understand.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
* Fixed Trap Master not working for the Red Shift mech.<br />
** Thanks to Fluffiest for reporting.<br />
<br />
* Fixed Crystal Mother Green arrow being so performance intensive that it doesn't appear on certain hardware setups.<br />
** Thanks to Fluffiest and others for reporting.<br />
<br />
* Tweaked the spawning rules of the Mini-swarm and Gemini enemies so the tougher versions appear at a more appropriate level.<br />
** Thanks to Fluffiest for the feedback.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=31695Starward Rogue:Post-1.5 Release Notes2018-09-15T12:32:40Z<p>Logorouge: /* Version 2.005 (upcoming) */</p>
<hr />
<div>== Version 2.005 (upcoming) ==<br />
<br />
* Changed the Beamer Buddy 2.0 and 3.0 to be player targeted. This also fixes a glitch that would allow those familiars to damage enemies through walls.<br />
** Thanks to pwsmnc for reporting.<br />
<br />
* Improved the balance of the secondary weapons. Also updated the stats to be more accurate and a bit clearer to understand.<br />
<br />
* Tweaked the Deleter weapon.<br />
<br />
* Converted the helpful mysterious circuits to regular consumables, and removed the harmful ones.<br />
<br />
== Version 2.004 (Refiiiinement) ==<br />
(Released June 5th, 2018)<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:XML_-_Enum_Reference&diff=30839Starward Rogue:XML - Enum Reference2018-06-12T18:12:11Z<p>Logorouge: /* The Meaning Of Floor Numbers (Not Really An Enum) */</p>
<hr />
<div><br />
==GameEntityCategory==<br />
Oi! What is this thing? Depending on what you say, it will be parsed differently.<br />
<br />
*Ship<br />
**Player hulls or enemy ships.<br />
*Shot<br />
**An actual bullet (you won’t use this much, if at all).<br />
*ItemPickup<br />
**What it says on the tin.<br />
*Obstacle<br />
**Funky stuff you won’t use much, if at all.<br />
*NonSim<br />
**Is not added into ANY of the normal lists and thus does not impact the normal sim logic for entities, and is not serialized. Just for use in non-sim bullet patterns that are purely for visual effect.<br />
<br />
==ShipCategory==<br />
What sort of ship is this, and how should it thus seed in rooms? This is a required field for any ship.<br />
<br />
Note that ones that end in 1x1 should have a pessimistic bounding box that fits in a 64px square, ones that end in 3x3 should fit in a 192px square, 5x5 in 320px, 7x7 in 448px, and 9x9 in 576 (this is what bosses are allowed to use up to).<br />
<br />
*Player<br />
**This is for player hulls that the player can choose from. It’s not an enemy ship.<br />
*PlayerFamiliar<br />
**Used for familiars and other little followers that are your allies.<br />
*EnemyFamiliar<br />
**Used for familiars and other little followers that are attached to an enemy instead of you.<br />
*Boss<br />
**Goes in the end-of-floor boss rooms.<br />
** Default ability point drop: 100<br />
*BossLaterStage<br />
**These aren’t independent enemies, per se. Rather, if there is a multi-stage boss or miniboss, the later stages should be flagged as this.<br />
** Default ability point drop: 100<br />
*RegularEnemyLaterStage<br />
**These aren’t independent enemies, per se. Rather, if there is a multi-stage enemy, the later stages should be flagged as this -- NOT as BossLaterStage, or it will trigger certain boss logic you don't want here.<br />
** Default ability point drop: 7<br />
*BossBuddy<br />
**Sometimes bosses have multiple parts to themselves. This defines one of the other parts.<br />
** Default ability point drop: 100<br />
*FinalBoss<br />
**This is the "last boss," although not really. It's the last boss for the early runs (floor 5), and then a major speedbump in later runs.<br />
**It's perfectly fine to have more than one of these; the game will choose between them at random.<br />
** Default ability point drop: 300<br />
*SuperFinalBoss<br />
**This is the TRUE last boss. It's only on floor 7, and you only encounter it after having beaten the fake-ish "last boss" a certain number of times.<br />
**It's perfectly fine to have more than one of these; the game will choose between them at random.<br />
** Default ability point drop: 500<br />
*Miniboss<br />
**Goes in miniboss rooms.<br />
** Default ability point drop: 50<br />
*CondemnedRoomBoss<br />
**The centerpiece of condemned rooms.<br />
** Default ability point drop: 50<br />
*Pursuer_1x1<br />
**Little fast guys that chase you around and generally harass you in some fashion if you don’t move fast.<br />
** Default ability point drop: 2<br />
*LocalGuard_1x1<br />
**Little immobile (or nearly so) guys that hang out in an area and make it hard to go into that area somehow.<br />
** Default ability point drop: 2<br />
*Jumpscare_1x1<br />
**Little guys that don’t move at all or much until you get near them, and then bad things happen. So they may make part of the room effectively inaccessible until the player has dealt with other hazards in the room.<br />
** Default ability point drop: 4<br />
*Sniper_3x3<br />
**These guys likely don’t move much or at least not fast, but they lay down long range dangerous attacks. Must be super careful with these, as we want to make sure even players on small monitors get a chance to see these guys before these guys are able to shoot at them. Assume they cannot shoot over any obstacles.<br />
** Default ability point drop: 2<br />
*LocalAOE_3x3<br />
**Rather like the LocalGuard, but more explosive in some fashion. May be able to use this fact against other enemies in the room, may not be. Assume they can shoot over everything except indestructible walls.<br />
** Default ability point drop: 3<br />
*Wander_3x3<br />
**This is sort of the “bread and butter” enemy that is most common. These guys “wander around and do stuff.” They don’t chase you, but they probably track you with weapons and such if you go near them (or they wander near you).<br />
*Attacker_3x3<br />
**These guys actively hunt you through the room, although not in a true pathfinding sense. So you need to get in the general vicinity of them for them to come after you, but when you do they are then going to converge and stay on you.<br />
** Default ability point drop: 3<br />
*ChaosAdder_3x3<br />
**These guys do… who knows what. Whatever it is, it makes a big mess of everything else around them. Probably lots and lots of bullets, or something else that makes everything else 10x harder. Use sparingly per room. ;)<br />
** Default ability point drop: 4<br />
*Challenge_5x5<br />
**These guys are crazier than the average bear, and need to be only used in challenge rooms. These are basically enemies that are harder than expected.<br />
** Default ability point drop: 25<br />
*Wander_5x5<br />
**Same as the smaller wanderer, except needs more room to move about and is also larger, better armored, probably more damaging, etc.<br />
** Default ability point drop: 3<br />
*Attacker_5x5<br />
**Same as the smaller attacker, except needs more room to move about and is also larger, better armored, probably more damaging, etc.<br />
** Default ability point drop: 5<br />
*ChaosAdder_5x5<br />
**Same as the smaller chaos adder, except needs more room to move and is also larger, better armored, probably even more chaos results, etc.<br />
** Default ability point drop: 7<br />
*Fearsome_7x7<br />
**Whatever this is, it is very very bad. These are the biggest boys outside of bosses and minibosses.<br />
** Default ability point drop: 15<br />
*EnemySpawer_Spawnee<br />
**These are small and numerous, and generally should die in one hit. They come pouring out of enemy spawners at a rate of 1 every 2 seconds.<br />
** Default ability point drop: 0<br />
*CondemnedRoom_1x1<br />
** ONLY should be used in condemned rooms. Make sure they have a health drain set on them.<br />
** Little fast guys that chase you around and can get through all the nooks and crannies to chase you.<br />
** Default ability point drop: 0<br />
*CondemnedRoom_5x5<br />
** ONLY should be used in condemned rooms. Make sure they have a health drain set on them.<br />
** Larger scary guys that may or may not be able to get through the nooks and crannies, but instead make certain parts of the room that you REALLY don't want to go in.<br />
** Default ability point drop: 0<br />
*RobotShopkeeper<br />
** ONLY should be used in robot shops. Very specialized and really shouldn't be used beyond what the basics were set up for.<br />
*CheapItemShopkeeper<br />
** ONLY should be used in cheap item shops. Very specialized and really shouldn't be used beyond what the basics were set up for.<br />
*WeaponsShopkeeper<br />
** ONLY should be used in weapon shops. Very specialized and really shouldn't be used beyond what the basics were set up for.<br />
*RandomFloatingChunksOfStuff<br />
** Used by Antigravitate Blockage/Shards in order to not proc on death effects.<br />
<br />
==ItemPool==<br />
<br />
*AfterRoomMinor<br />
**This will appear after some rooms are complete, but it’s a super duper minor sort of reward. Basically health or energy or something. Not even a consumable weapon.<br />
*AfterRoomConsumable<br />
**This will appear after some rooms are complete, and are always consumable weapon/item slot items of some sort. Note that NOT all consumable items need to be in this pool: many of them may very well be too rare to be here. These are just the ones that you should find semi-commonly.<br />
*[Consumable freestanding pools]<br />
**These are directly placed in certain rooms as an enticement to go to some part of the room. Usually something the player has to expend some missiles to get to, or undertake some other risk.<br />
**These should be overlapping a lot with the after-room consumables, but perhaps with a few more uncommon things thrown in here from time to time, and minus the super-basic consumables perhaps.<br />
** Actual types:<br />
*** FreestandingCommonConsumable (95% chance)<br />
*** FreestandingRareConsumable (5% chance)<br />
*[major freestanding pools]<br />
**These are the major "treasure room" items.<br />
**The different categories each have a certain number of "raffle tickets" (so to speak) put into a grab bag, and then one ticket is randomly chosen. An item from within the chosen category is used. The more tickets, the more likely the category is to show up.<br />
** Actual types:<br />
*** FreestandingCommonMain (100 tickets)<br />
*** FreestandingRareMain (5 tickets)<br />
*** FreestandingCommonSecondary (200 tickets)<br />
*** FreestandingRareSecondary (10 tickets)<br />
*** FreestandingCommonPowerUp (400 tickets)<br />
*** FreestandingRarePowerUp (20 tickets)<br />
*UnlockedChest<br />
**If a minor chest that is not locked from the start is opened, then one of these things will appear. These might be some sort of minor item, a consumable, a weakish ammo weapon or familiar, or who knows. Nothing too exciting, but also not so basic that the chests are not exciting.<br />
*LockedChest<br />
**We had to use a keycard to get whatever this is, so there ought to be some worth to it.<br />
*MinibossDrop<br />
**We just killed a miniboss. What are we going to get next?? ;)<br />
*BossDrop<br />
**Dead boss at the end of the floor! Now let’s show him his reward, Jim...<br />
*RegularEnemyDrop<br />
**Regular enemies have a low chance of dropping these things, as do certain shootable obstacles. Nothing at all exciting here; pretty much just the minor ammo and missile and credit drops.<br />
*RobotShop<br />
**Sell me robots or things to help upgrade robots!<br />
*WeaponsShop<br />
**Sell me weapons or things to help upgrade weapons!<br />
*DefensiveShop<br />
**Sell me things to help my defense!<br />
*CheapItemShop<br />
**Sell me cheap sort of stuff!<br />
*SecretRoom<br />
**These are items found only in secret free-loot rooms. Give me something worthy of my discovery!<br />
*HealthShards<br />
**These are items found only in the bombable blocks.<br />
*HealthForItemsShop<br />
**Sell me super awesome stuff that I have to sacrifice health to buy.<br />
*MeleeWeapons<br />
*BulletWeapons<br />
*NeedleWeapons<br />
*BeamWeapons<br />
*ExplosiveWeapons<br />
*FireWeapons<br />
*SpecialWeapons<br />
*UltraRareWeapons<br />
*ModuleAttachmentsStandard<br />
*ModuleAttachmentsUncommon<br />
*ModuleAttachmentsRare<br />
*ConsumableWeaponsStandard<br />
*ConsumableWeaponsUncommon<br />
*ConsumableWeaponsRare<br />
*ConsumableItemsStandard<br />
*ConsumableItemsUncommon<br />
*ConsumableItemsRare<br />
*CodeItems<br />
*StatPowerupsStandard<br />
*StatPowerupsUncommon<br />
*StatPowerupsRare<br />
*HealthUpgradeRoom<br />
** These should all be health upgrades or similar.<br />
*Incredibilities<br />
** These are the really major items that change the whole flow of the game.<br />
** You can only find these after killing shopkeepers.<br />
*EmptyShop<br />
** Junk stuff that shows up in shops where you previously killed the shopkeeper for that kind of shop.<br />
*ProbationPedestal<br />
** Probation items that give you an item with a bonus on reaching the next floor if you choose to take it.<br />
<br />
==AbilityPointCost==<br />
<br />
* IncrediCheapAlreadyUnlocked = 40<br />
* LowAlreadyUnlocked = 100<br />
* AverageAlreadyUnlocked = 200<br />
* HighAlreadyUnlocked = 500<br />
* VeryHighAlreadyUnlocked = 900<br />
* SuperHighAlreadyUnlocked = 2000<br />
* UltraHighAlreadyUnlocked = 5000<br />
<br />
* IncrediCheapLocked = 80<br />
* LowLocked = 200<br />
* AverageLocked = 400<br />
* HighLocked = 1000<br />
* VeryHighLocked = 1800<br />
* SuperHighLocked = 4000<br />
* UltraHighLocked = 10000<br />
<br />
==EntitySystemCategory==<br />
*Weapon<br />
**The default<br />
**This will work on a player entity, but it will target and fire automatically, paying no attention to player input<br />
*PlayerDirectedWeapon<br />
**Only for weapons you want to trigger on the left mouse button (or firing stick). <br />
**This will work on a non-player entity, like an familiar, but it only fire when you fire and will generally fire at the cursor<br />
*DirectUseSystem<br />
**basically it's like a weapon in terms of obeying reload times, ammo requirements, etc, but it doesn't do any targeting or emit any shots; its behavior is defined by other stuff<br />
**right now the only point is in conjunction with OnUse_ParentEntity modifiers<br />
**doesn't require shot_type, damage_type, shots_per_salvo, attack_power, range_actual, targeting_logic<br />
**if the system also has required_item_type and required_item_amount, it will require and deduct that amount of that item from the player to work<br />
<br />
==DamageType==<br />
* Ballistic<br />
* Tracking<br />
* Gravity<br />
* Deployment<br />
* Laser<br />
* Energy<br />
* Ion<br />
* Concussive<br />
* Piercing<br />
* Poison<br />
* Fire<br />
* Acid<br />
* Lightning<br />
*Explosive<br />
** "Explosive" gets the MissileShotDamage modifier and not the NormalShotDamage one, and vice versa for non-Explosive.<br />
** "Explosive" shots can reveal secret doors on direct collision<br />
*LowExplosive<br />
** This lets you have explosive-style stuff that you might provide immunities to without the weapon being able to break walls.<br />
<br />
==DifficultyType==<br />
*VeryEasy<br />
*Easy<br />
*Normal<br />
*Hard<br />
*Misery<br />
<br />
==FiringTiming==<br />
* AllTheTime<br />
** always fires if there's any eligible target at all, even if not in range<br />
* OnlyInRange<br />
** only fires when there's something in range<br />
* WhenParentEntityHit<br />
** only fires when the parent entity is hit by something (which authorizes one salvo)<br />
* Never<br />
** never does normal salvo logic; useful with systems with category=DirectUseSystem<br />
<br />
==TargetingLogic==<br />
* Direct<br />
** fires at where the target is now<br />
* Lead<br />
** fires at where this shot would intercept the target at its present speed and course. If the target is travelling too fast for the shot to intercept at any angle, this just shoots at the target's current location.<br />
* Dumbfire<br />
** fires in a straight line from the firing ship at the angle the firing ship is currently facing<br />
<br />
==FourDirection==<br />
* North<br />
* East<br />
* South<br />
* West<br />
<br />
==RoomType==<br />
* Starting<br />
* StartingForFirstFloor<br />
* MonsterFree<br />
* Item<br />
* HealthUpgradeRoom<br />
* SecretFreeLoot<br />
* HealthForItemsShop<br />
* CheapItemShop<br />
* RobotShop<br />
* WeaponsShop<br />
* Miniboss<br />
* Condemned<br />
* Boss_Rectangle<br />
* Boss_Large<br />
* Boss_Giant<br />
* Boss_TallFromSouth<br />
* Standard<br />
* StandardEW<br />
* StandardNS<br />
* TunnelWide<br />
* TunnelTall<br />
* Quad<br />
* QuadEE<br />
* QuadWW<br />
* QuadNN<br />
* QuadSS<br />
* FatVertical<br />
* FatHorizontal<br />
* Square<br />
* SquareNE<br />
* SquareSW<br />
* Boss_Square<br />
* Boss_RectEdged<br />
* SquareNE<br />
* SquareSW<br />
* StandardEW<br />
* StandardNS<br />
<br />
==EntityModifierProbationType==<br />
<br />
* NoMissileUse<br />
* NoEnergyUse<br />
* NoTakingDamage<br />
* NoHealingHull<br />
* NoUsingConsumable<br />
* NoDying<br />
**This probation can't actually be violated, but allows the use of disabled_during_probation when you just want it to be "survive to end of room" or "survive to end of floor" to get the benefit.<br />
*MakeItToNextFloorWithinTimeLimit<br />
**if (probation_magnitude) seconds pass before the end of the probation, the probation is failed<br />
*HaveZeroCreditsWhenMovingToNextFloor<br />
**if the player has non-zero credits when the probation ends, the probation is failed<br />
*BuyItemsBeforeMovingToNextFloor<br />
**if the player has not bought (probation_magnitude) items before the end of the probation, the probation is failed<br />
*CollectAllHealthShardsBeforeMovingToNextFloor<br />
**if the player has not visited all rooms, broken all health-shard-containing blocks, and picked up all health shards on the current floor before the probation ends, the probation is failed<br />
*OpenAllChestsBeforeMovingToNextFloor<br />
**if the player has not visited all rooms and opened all chests (locked and unlocked) on the current floor before the probation ends, the probation is failed<br />
*BuyAllCheapItemsBeforeMovingToNextFloor<br />
**if the player has not visited all cheap-item-shop rooms on the current floor and bought all the items in them before the probation ends, the probation is failed<br />
*HaveFamiliarsWhenMovingToNextFloor<br />
**if the player does not have at least (probation_magnitude) familiars at the end of the probation, the probation is failed<br />
*BuyAllHealthCostItemsBeforeMovingToNextFloor<br />
**if the player has not visited all buy-with-health-shop rooms on the current floor and bought all the items in them before the probation ends, the probation is failed<br />
<br />
==FamiliarType==<br />
<br />
* NormalOrbit<br />
** stays relative to the master ship, never collides with walls, moves around in smooth-ish arcs from random offset to random offset (similar to movement of armadas around planets on the TLF metamap)<br />
* SimpleCircleOrbit<br />
** stays relative to the master ship, never collides with walls, moves around in a smooth-ish circle around the master ship<br />
* NormalShipBehavior<br />
** basically acts like a normal ship, according to the behavior flag. For example, you could use this with behavior=Wanderer or behavior=CardinalMover<br />
** will spawn on top of the master entity<br />
* PtarthianOrbit<br />
** behaves like SimpleCircleOrbit, but doesn't try to automatically space out the familiars in a ring. <br />
** only works properly for a familiar defined by a familiar sub-node on an entity, won't work well if just put in the normal "familiars" list or otherwise deployed<br />
<br />
==EntityModifierType==<br />
<br />
=== These require attributes "math" and "magnitude" ===<br />
<br />
* MaxHealth<br />
* MaxShields<br />
* Range<br />
** Range that shots will live, specifically. Doesn't do much for BulletPattern stuff.<br />
* FireRate<br />
* MovementSpeed<br />
* ShotSize<br />
** Applies to the size of shots generated by this entity, not to the entity itself.<br />
* MySize<br />
** Applies to the entity itself. So if you want a system that causes its shots to be huge you can give it:<br />
*** <modifier target="MyShots" type="MySize" math="Multiply" magnitude="4" /><br />
* NormalShotDamage<br />
** Applies to the damage of shots generated by this entity, not to the entity itself.<br />
** doesn't apply to melee damage, or the player's missiles<br />
* MissileShotDamage<br />
** Applies to the damage of shots generated by this entity, not to the entity itself.<br />
* AreaOfEffect_Self<br />
**only makes sense on shots, forces the shot to be aoe<br />
* MeleeDamage<br />
**Applies to the damage of shots generated by this entity, not to the entity itself.<br />
**this is the implicit "on-touch" damage that happens when the player's hitbox overlaps an enemy hitbox<br />
* IncomingDamage<br />
**accepts (but does not require) the damage_type attribute<br />
***if specified, only applies to damage from that source<br />
***if not specified, applies to all damage<br />
* Acceleration<br />
* Deceleration<br />
** this refers to how quickly an entity slows down from its current speed to zero.<br />
** If you want to adjust how fast an entity moves, you want MovementSpeed instead.<br />
* InventoryChangePerSecond<br />
** also requires "related_item" attribute, see below<br />
** only does anything when it applies to the player's entity<br />
* DamagePerSecond<br />
**does damage to the thing with the modifier every sim-step<br />
**uses damage_type<br />
* DamagePerSecond_IfMoving<br />
**similar to DamagePerSecond, but only has an impact if the ship is moving under power (not decelerating or being knocked back or whatever)<br />
* MyOwnDamage<br />
**unlike NormalShotDamage, which only impacts shots generated by the entity with that modifier, this one is for the shots themselves, and modifies the damage it does on impact<br />
*AddsWeaknessVsAmmoWeapons<br />
**When applied to shot, causes it to change the weakness-to-energy-weapons of the thing(s) hit by this amount, where 0 is no change and 1 is "increase damage by 100%"<br />
***This only impacts the next hit from an energy weapon<br />
**For a player main gun, if it has no modifier of this type targeting MyShots, it implicitly gets one with Add and 0.01<br />
*AddsWeaknessVsAmmoWeapons_Cap<br />
**When applied to shot, causes the effect of the previous modifier to never increase the target's weakness above this amount<br />
**For a player main gun, if it has no modifier of this type targeting MyShots, it implicitly gets one with Add and 0.1<br />
* ItemCosts<br />
**modifies requires_item_amount values where related_item matches requires_item_type<br />
**notably, used with Energy, this can make energy weapons cost more or less energy to fire<br />
* ItemGains<br />
**modifies on_pickup_grants_amount values where related_item matches on_pickup_grants_item<br />
**notably, used with Credits, this can increase the value of future credit drops<br />
* InventoryCapacity<br />
**modifies the max amount of related_item that you can store<br />
**notably, used with Energy, this can increase or decrease the player's energy storage capacity<br />
* HealthGainOnEnemyKill<br />
**when an entity (not system) with this kills a ship, it gains this much health<br />
**partial gain (less than one point) is stored and can be applied as actual health gain if a later kill brings it up to a full point (if it happens in the same room)<br />
* ItemGainOnEnemyKill<br />
**when an entity (not system) with this kills a ship, the player's inventory of related_item changes by this amount (can be negative, if you wanted a credit fine for killing something, for example)<br />
* ItemGainChanceOnEnemyKill<br />
** when an entity (not system) with this kills a ship, the player's inventory of related_item has this percent chance (expressed between 0 and 100) of gaining 1 of that inventory item type.<br />
* HardensAfterTimeStationary<br />
**when an entity has this modifier, and has not moved under power, it shifts towards a dark gray color (maxing out when time not under power >= the value of this modifier)<br />
**when its time not under power >= the value of this modifier, the ship cannot take damage<br />
* StoreItemPrices<br />
**if the player has this, it modifies all credit_cost values<br />
* Inaccuracy<br />
**When on a ship or a system, modifies that system's inaccuracy_spread.<br />
*ShotsDriftTowardsHostileShips_Range<br />
**if on a system, modifies shots_drift_towards_hostile_ships_range for that system<br />
**if on an entity, does so for all systems on that entity<br />
*ShotsDriftTowardsHostileShips_Speed<br />
**if on a system, modifies shots_drift_towards_hostile_ships_speed for that system<br />
**if on an entity, does so for all systems on that entity<br />
*GravityTowardsEnemyShots_PullPerSecond<br />
**only works on entity, modifies gravity_pull_per_second<br />
**also effectively sets gravity_affects_shots to true<br />
**use negative values for repulsion<br />
*GravityTowardsEnemyShots_FalloffPerUnitDistance<br />
**only works on entity, modifies gravity_falloff_per_unit_distance <br />
**also effectively sets gravity_affects_shots to true<br />
*CriticalHitChance<br />
**Applies to the damage of shots generated by this entity/system, not to the entity itself<br />
**If the result of this modifier is > 0, shots emitted by this entity or system have that percent chance (out of 100) of doing double damage on hit, and showing "Crit!" on the thing it hit<br />
**Note that if this value winds up >= 100 every hit will be a crit<br />
*CriticalHitDamage<br />
**Applies to the damage of critical hit shots generated by this entity/system, not to the entity itself<br />
**Base Critical Hit damage is 2<br />
*TimeDilation<br />
**when applied to an entity, makes that entity behave as if the simulation were going faster or slower<br />
**so if you apply multiply,0.5 with this, the entity will act as if the simulation were going half as fast<br />
**probably don't try giving this adds, or multiplying by zero or negatives<br />
*AvoidDamageChance<br />
**whenever the affected entity would take damage, it has this percent (out of 100) chance of taking zero damage instead<br />
*LootFloorIndex<br />
**if on the player, when the player gets loot, acts like the floor is more or less than it is (so adding 1 causes it to consider loot you'd normally only find on the next floor, etc)<br />
*HealthGains<br />
**modifies the impact of health pickups<br />
*RoomWinLootChance<br />
**modifies the base 10% chance of a room with after-win loot spots having those spots populated after a win<br />
*NonBossEnemySpawnRate<br />
**modifies the number of non-boss enemies spawned when a room is entered for the first time<br />
**if this is less than 1 it randomly doesn't seed stuff on the corresponding % of spots<br />
**if this is greater than 1 it randomly seeds more enemies on the existing spots (still obeying the normal ship category rules)<br />
*DoubleItemGainChance<br />
**Whenever you pick up something that gives a positive amount of some item, you have this chance of getting double.<br />
*Diffuse_A, Diffuse_R, Diffuse_G, and Diffuse_B<br />
* Added support for modifier tags to have the types Diffuse_A, Diffuse_R, Diffuse_G, and Diffuse_B.<br />
** These modify the color of the targeted entity accordingly. Note that the final values range from 0 to 1, where white is 1,1,1,1, black is 1,0,0,0, and transparent is anything where A=0. White is generally the "starting point" you will be working with, so most changes will be you suppressing the colors you don't want, or changing the transparency.<br />
** Example:<br />
*** If you have a system with:<br />
**** <modifier target="MyShots" type="Diffuse_G" math="Multiply" magnitude="0.2" /><br />
**** <modifier target="OnUse_ParentEntity" type="Diffuse_R" math="Multiply" magnitude="0.3" duration="0.5" /><br />
*** This will make the shots look more red/blue (depending on their original image), and make the firing entity briefly turn more blue/green.<br />
<br />
<br />
=== These require that "math" and "magnitude" be absent, as they're just on/off flags ===<br />
* ReflectsOffTerrain<br />
**Comes back at the opposite angle it came in on.<br />
* RicochetsOffTerrain<br />
**Comes back at a different angle than it came in on (if it was a shallow angle of incidence, the angle of reflection is shallow, etc)<br />
* IgnoresCollisionWithNonWallTerrain<br />
**Passes through Shootable and Bombable obstacles, but not the Indestructible obstacles (look like walls) or the exterior wall that bounds the room.<br />
* NonMeleeCannotFire<br />
**Prevents all its normal weapons from firing; only the implicit on-touch-damage systems will work during the duration<br />
* DestroysTouchingShootables<br />
**If touches a shootable while this modifier is applied, that shootable is destroyed.<br />
* DestroysTouchingBombables<br />
**Same deal with bombables.<br />
* IgnoresCollisionWithWallTerrain<br />
**Passes through Indestructible obstacles (look like walls) and the exterior wall that bounds the room. Does not pass through shootables or bombables (but you can set that flag too)<br />
* SystemDisabledAndInvisible<br />
**System doesn't render or do anything while this is applied.<br />
* PhasedOut<br />
**entity draws at half alpha<br />
**entity cannot be hit by shots<br />
**entity is immune to damage<br />
*PhasedOut_JustTheShotAvoidance<br />
*PhasedOut_JustTheTransparency<br />
* Self_DestroyEnemyShots<br />
**when on a shot, makes it behave like its firing system had shot_destroys_other_shots<br />
* Self_NotDestroyedOnCollisionWithShip<br />
**when on a shot, makes it behave like its firing system had shot_is_not_stopped_by_hitting<br />
* SystemAutoFireDuringSprint<br />
**while sprinting, if this system is on the player ship and would not normally be fired (its key isn't being held or whatever), it fires anyway and the shots are aimed directly behind the ship<br />
* RevealsWholeMap<br />
**when the player has this modifier, the whole map for the current floor is revealed; if the player still has this modifier after a floor transition it reveals that new floor as well<br />
* RevealsShopsItemRoomsAndBossRoom<br />
**similar to RevealsWholeMap, but just for shop, item, and boss rooms<br />
* SystemCannotBeDropped<br />
**if the player has this on their ammo system, they cannot pick up any item that would cause their ammo system to be destroyed or swapped out<br />
***same deal with consumable system<br />
***similar with main gun system (no pickups destroy it, but some can swap it out)<br />
* CannotPickUpItems<br />
**if the player has this, they cannot pick up any items<br />
* CannotGainFamiliar<br />
**if the player has this, they cannot pick up familiars<br />
*SystemShotsInheritEntityMomentum<br />
**Shots fired by a system modified with this inherit the momentum of the firing ship, and will continue to move in that direction (in addition to any other movement they would do) for their whole duration. Doesn't impact time-to-live, so firing in the direction of movement makes the shots travel further, etc.<br />
*SteeringDisabled<br />
**Prevents the entity from changing direction.<br />
*MustGoAsFastAsPossible<br />
**Forces the entity to go as fast as possible in whatever direction it's facing (probably best used with SteeringDisabled)<br />
*TemporarilyGrantSystem<br />
**Gives the entity this system. If this modifier expires for whatever reason, that system is removed.<br />
*IgnoresLocks<br />
**Only matters on the player. If present, the player does not need keycards to open locked doors or chests.<br />
*HideMinimap<br />
**Only works on the player. As long as this modifier remains on the player, the minimap will simply not be rendered.<br />
*MovesTowardReticule<br />
**Makes the ship or shot move towards the reticule at a speed and acceleration based on that entity. The effects are generally pretty wacky.<br />
*GetAlternateLoot<br />
**if on the player, when the player opens an unlocked chest they get loot as if it were a locked chest<br />
*RevealsSecretHealthRooms<br />
**if on the player, sacrifical shops are always known<br />
*MinibossAndCondemnedBossSkipChance<br />
**if on the player, when entering a miniboss/condemned room for the first time, the boss has this % chance of not seeding<br />
*ReplacesEntityTypeWithItemsFromPool<br />
**if this is on the player, when a room is populated, all (related_entity) seeded are replaced with something from (related_item_pool)<br />
**if the item pool is none, it doesn't replace the entity, it just doesn't seed it<br />
*IgnoresCollisionWithGlassAndOneWay<br />
**an entity affected by this can pass through glass walls and one-way tiles<br />
*ReplacesItemPoolWithOtherItemPool<br />
**if this is on the player when the game is spawning an item from (related_item_pool) it instead pulls from (related_item_pool_2)<br />
**only applies when game logic calls for seeding from a pool; if it just calls for seeding a specific entity type that happens to be in pool then that doesn't count<br />
**if none, related_item_pool_2 is none, just skips seeeding the item rather than replacing it<br />
*ReplacesShipCategoryWithOtherShipCategory<br />
**if this is on the player when the game is spawning an enemy from (related_ship_category) it instead pulls from (related_ship_category_2)<br />
**unlike the item pool one, this applies to specific-entity spawns as well as category-based spawns<br />
**if none, related_ship_category_2 is none, just skips seeding the entity rather than replacing it<br />
<br />
==FlockBehaviorType==<br />
*Attacker<br />
** It comes chasing after you, but moving directly for you and not paying attention to walls. <br />
**Not going to work well in enclosed areas. Once it gets in firing range it will stop, and it will move out of range if you get a bit closer to it. It’s kiting you, basically.<br />
* Stationary<br />
** sits there without moving.<br />
* Wanderer<br />
** wanders around from point to point at random. <br />
** Changes direction when it hits an obstacle or wall, or when it goes a certain distance (defined below).<br />
**Totally separate properties that are only relevant when using wanderer (so I’ll show them here):<br />
***wander_distance_min (int)<br />
***wander_distance_max (int)<br />
***These two properties, default 300 and 600 respectively, say how far the enemy will move before considering changing directions (assuming it doesn’t hit something else first).<br />
***In other words, when it starts moving it chooses a target that is rand(min,max) distance away.<br />
* PathfindingAttacker<br />
** More sophisticated tracking of you, trying to come after you. <br />
**Will collide with walls as if was 64x64 in size when in this mode, so big enemies using this may wind up seeming to go through impossible gaps if you use this on them. Best for smaller enemies.<br />
* LineOfSightAttacker<br />
**Same as Attacker mode, but will move toward the player if it has line of sight on the player. This will work well in any sort of space, but mainly for enemies that lurk.<br />
**Note: has no impact on whether or not the entity's weapons fire. To make the weapons require LOS on the player use requires_line_of_sight_of_player_to_fire="true" on the weapon system(s).<br />
* CardinalMover<br />
**Moves around in the four cardinal directions only, turning in a new direction when it hits an obstruction. If moves for 5 seconds with no collision, will potentially change direction.<br />
**Totally separate property that is only relevant when using cardinal mover (so I’ll show it here):<br />
***cardinal_mover_random_turn_interval (float)<br />
***Default 5. This is what sets the “if moves for x seconds with no collision, will potentially change direction” number.<br />
* Zamboni<br />
**travels up until it hits a wall<br />
**then goes one tile right<br />
**then goes down until it hits a wall<br />
**then goes one tile right<br />
**repeat<br />
**if it ever hits a situation where it cannot go right, it repeats the above with "left" instead; and vice versa<br />
* FamiliarFollower<br />
**like Attacker<br />
**on entity: familiar_follower_leash_distance (int)<br />
***if this entity is at least this far from the player, it pathfinds to the player<br />
***if this entity is pathfinding to the player, and is no longer at least this far from the player, that path order is cleared and it falls back on Attacker behavior<br />
*FamiliarCreditGathering<br />
**pathfinds to the credit drop that it has the shortest path to<br />
**if it can't find a path to any credit drop it reverts to FamiliarFollower for the rest of the room (to avoid frequent path checks to all the inaccessible credit drops, if any)<br />
**if it touches a credit drop, it does the normal player-picked-it-up logic<br />
**on entity: familiar_credit_gatherer_does_something_every_x_credits (int)<br />
***every time this entity's total gathered credits (in this room; familiar state is not retained between rooms) reaches this value, it does "something" (not yet defined)<br />
*FamiliarRam<br />
**like FamiliarFollower<br />
**on entity: familiar_ram_charge_distance (int)<br />
***if this entity is within this distance of a hostile target that it can hit, it pathfinds to that entity<br />
***used in conjunction with a short-ranged attack with an aoe and the destroys_firing_entity flag, it can make a kamikaze ram; otherwise it can be given guns to harass the target<br />
*FamiliarBeelineFollower, FamiliarAttacksTowardPlayer<br />
**Basically the same, and works like FamiliarFollower but is more singleminded about reaching the player.<br />
<br />
==InventoryItemType==<br />
*Energy<br />
*Keycard<br />
*Missile<br />
*Credit<br />
*HealthShard<br />
*ExperiencePoint<br />
<br />
==MathType==<br />
<br />
*Add<br />
**Just adds to whatever base value is there.<br />
*AdditiveMultiplier<br />
**Variant combination of Add and Multiply. All modifers with AdditiveMultiplier are added together beforing multiplying the value (applies after Add and before Multiply).<br />
*Multiply<br />
**Multiplies the result. Note: all multiply modifiers are applied AFTER all add modifiers.<br />
*AddAfterMultipliers<br />
**similar to Add, but applied after multipliers rather than before<br />
*Floor<br />
**Prevents the result from being below this value, unless a Set modifier is used to make it so.<br />
**If multiple Floor modifiers are involved in the same computation, the highest floor takes precedence.<br />
*Ceiling<br />
**Prevents the result from being above this value, unless a Set modifier is used to make it so.<br />
**If multiple Ceiling modifiers are involved in the same computation, the lowest ceiling takes precedence.<br />
*Set<br />
**Sets the result to this value, completely ignoring the base value and any add or multiply modifiers. <br />
**If there's more than one Set modifier for a particular modifier type applying at once, the one with the lowest (non-negative) value takes precedence<br />
***this allows for capping MaxHealth, where the thing that can override the cap is a lower cap<br />
**doesn't work with negative values (that support can be added if necessary, but it didn't fit the framework naturally)<br />
<br />
==AnchorLocation==<br />
*Center<br />
*Left<br />
*Right<br />
*Up<br />
*Down<br />
*UpLeft<br />
*UpRight<br />
*DownLeft<br />
*DownRight<br />
*CenterLeft<br />
*CenterRight<br />
<br />
==ShaderType==<br />
*Normal<br />
*Additive<br />
*PartialBlend<br />
*Multiplicative<br />
*InverseAdditive<br />
*InverseAdditiveWithAlpha<br />
*Experimental<br />
*ExperimentalCutoff<br />
*HSV<br />
*HSVAdditive<br />
*InverseSubtractive<br />
*Graycolored<br />
*Grayscale<br />
<br />
==SystemSlotType==<br />
*None<br />
*Energy<br />
*Consumable<br />
*Attachment<br />
*MainGun<br />
*Missile<br />
*Incredibility<br />
<br />
==EffectType==<br />
*RerollShopItems<br />
**Only works inside shops. Any items on the ground that still require purchasing are removed and replaced with other items the shop could normally roll.<br />
**If related_item_pool is set to something other than none, the reroll uses that specified pool instead.<br />
*ChangeCurrentHullHealth<br />
**Changes (target)'s hull health by (magnitude). Can be positive or negative.<br />
**You can use math="Set" with this to make it just set the health to that value rather than adding/subtracting.<br />
*ChangeCurrentShieldHealth<br />
**Changes (target)'s shield health by (magnitude). Can be positive or negative.<br />
**You can use math="Set" with this to make it just set the health to that value rather than adding/subtracting.<br />
*CopyModifiers<br />
**Copies the modifiers defined as sub-nodes of this effect to (target)'s modifier list.<br />
*CopyModifiersToWorldToAffect<br />
**Similar to CopyModifiers, but instead of copying them to all currently existing entities in the target group (entities that come into existence after the CopyModifiers effect's execution are not impacted), it copies them to the world and all entities within the target group will check that global list whenever they need to compute something. In this way it affects all current and future entities in that group.<br />
** The duration on the modifiers still works, whether timed or on-room-transition or on-floor-transition. The UntilWoken duration doesn't really mean anything here though.<br />
*AddSystem<br />
**Adds a random item from (related_systems) to each entity matching (targeting).<br />
**This is an inherently permanent addition, as opposed to EntityModifierType.TemporarilyGrantSystem. So if you want the system to "expire" it will need is_destroyed_after_finite_uses or something like that.<br />
*RemoveSystem<br />
**Removes all systems of the types in (related_systems), if present, from each entity matching (targeting). Does not care how those systems came to be there, or what the consequences will be from removing them.<br />
*SpawnEnemy<br />
**Spawns a random pick from (related_entities) within (magnitude) of the related entity.<br />
**Also gives that entity a momentum between (second_magnitude) and (third_magnitude) at a random angle, if second_magnitude > 0 and third_magnitude >= second_magnitude<br />
**"the related entity" is the parent entity of the related system if applicable, or of the related entity otherwise, or just the player if neither of those is applicable.<br />
*StartMovementDrivingPattern<br />
**any target entity that isn't currently following bullet pattern logic starts following the first bullet in (related_pattern)<br />
**effect tags with type StartMovementDrivingPattern now support related_pattern having a list of patterns to be randomly selected from on each triggering.<br />
*ChangeCurrentInventory<br />
**instantly changes the player's inventory of (related_item) by (magnitude) according to (math, default Add)<br />
**normally EntityModifierType.InventoryChangePerSecond takes care of any need for this, but when you want to add an exact amount (like with the probation rewards) this avoids that modifier's imprecision.<br />
*WinRoom<br />
**When used, the player automatically wins the current room.<br />
<br />
==EffectTiming==<br />
*OnUse<br />
**For effects on a system. Means the effect happens every time the system is activated. So if it's a shot-firing system, that's when the shot is emitted, not when it hits whatever.<br />
*OnRoomSwitch<br />
**For effects on a system. Means the effect happens every time the player switches rooms.<br />
*OnRoomSwitch_OnlyFirstTimeInRoom<br />
**For effects on a system. Similar to OnRoomSwitch, but only applies the first time a given room is entered.<br />
*OnModifierAdded<br />
**For effects on a modifier. Means the effect happens once, when the modifier is added to an entity.<br />
*OnModifierRemoved<br />
**For effects on a modifier. Means the effect happens once, when the modifier is removed (for whatever reason, not specific to probation) from an entity.<br />
*OnEnemyKilled_ByAnySystem<br />
**For effects on a system. Means the effect happens every time this system's parent entity kills something.<br />
*OnEnemyKilled_ByMe<br />
**For effects on a system. Means the effect happens every time this system kills something.<br />
*OnEntry<br />
**For effects on a floor or on a (player) system. Means the effect happens once, when the player enters the floor.<br />
*OnLeaving<br />
**For effects on a floor or on a (player) system. Means the effect happens once, when the player leaves the floor.<br />
<br />
==EffectTargeting==<br />
*Player<br />
**Targets the player entity, regardless of where this effect is.<br />
*AllEnemies<br />
*AllPlayerFamiliars<br />
*AllShots<br />
*AllEnemyShots<br />
*AllPlayerShots<br />
*Self<br />
**Targets the parent entity of the related system, if any, or the related entity if there's no specific system<br />
*AllNormalEnemiesAndShots<br />
*NonCondemnedBossesAndShots<br />
*AllAutoPickups<br />
<br />
==ConditionType==<br />
*PlayerHasNoShields<br />
*PlayerIsMoving<br />
*EntityIsAtFullHealth, EntityIsNotAtFullHealth<br />
**If this effect is on a system, refers to that system's parent entity<br />
**Otherwise, refers to the player<br />
<br />
==BulletConditionalSpawnRule==<br />
*OnlyOnWindow<br />
**if the spawn point is not on a window tile, the bullet does not spawn<br />
*OnlyOnNonWindowSolid<br />
**if the spawn point is on a window tile (or no tile at all), the bullet does not spawn<br />
*OnlyInOuterSpace<br />
**if the room's environment is not OpenSpace, the bullet does not spawn<br />
<br />
==The Meaning Of Floor Numbers (Not Really An Enum)==<br />
* 1<br />
** The first floor is always the easiest, and is the first one you visit. Naturally.<br />
* 5<br />
** For some time, runs end after 5 floors. After winning 10 runs, further floors open up.<br />
** This floor has the "final" boss in it.<br />
* 7<br />
** This floor has the REAL final boss in it, but is only accessible after winning 3 of the shorter runs.<br />
<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue XML]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=30829Starward Rogue:Post-1.5 Release Notes2018-06-05T18:43:59Z<p>Logorouge: /* Version 2.004 (upcoming) */</p>
<hr />
<div>== Version 2.004 (upcoming) ==<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
*Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
**Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
*Added colored prefix text to slot based items so that you can more easily tell which slot an item goes into.<br />
**Thanks to Esty and Muhkeamursu for the feedback.<br />
<br />
*Added outlines for all enemies so that they stand out better against the background.<br />
**Thanks to Esty for the feedback.<br />
<br />
*Improved the visuals of the player location and the warp pad destination on the minimap.<br />
**Thanks to Esty, Shin, Tails_155 and others for the feedback.<br />
<br />
*Buffed Twin Machineguns and Triggerking Revolver.<br />
<br />
*Golden Missile Launcher and Lucky Golden Minigun (from the base game) now only spawn on regular floors.<br />
<br />
*Explosive mines on golden floors now actually do explosive damage.<br />
<br />
*Greatly increased the damage of repeater turrets (blue shots) on enemies.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=30820Starward Rogue:Post-1.5 Release Notes2018-05-22T00:45:40Z<p>Logorouge: /* Version 2.004 (upcoming) */</p>
<hr />
<div>== Version 2.004 (upcoming) ==<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
* Fixed a bug with the probation condition for healing being triggered by taking a sacrifice item.<br />
** Thanks to Tsukiyomaru Zero for reporting.<br />
<br />
*Changed environmental immunity (like Trapmaster and Penumbra) to include the blue blockade's flying shrapnels.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=30794Starward Rogue:Post-1.5 Release Notes2018-05-07T15:55:45Z<p>Logorouge: /* Version 2.004 (upcoming) */</p>
<hr />
<div>== Version 2.004 (upcoming) ==<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
*Added 9 new rooms.<br />
<br />
*Added a new golden variant of the Zombot enemy.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=30792Starward Rogue:Post-1.5 Release Notes2018-05-04T03:38:21Z<p>Logorouge: /* Version 2.004 (upcoming) */</p>
<hr />
<div>== Version 2.004 (upcoming) ==<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
*Added 9 achievements to the game.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=30791Starward Rogue:Post-1.5 Release Notes2018-05-02T21:36:41Z<p>Logorouge: /* Version 2.004 (upcoming) */</p>
<hr />
<div>== Version 2.004 (upcoming) ==<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=30790Starward Rogue:Post-1.5 Release Notes2018-05-02T21:20:57Z<p>Logorouge: /* Version 2.004 (upcoming) */</p>
<hr />
<div>== Version 2.004 (upcoming) ==<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms in minor ways.<br />
<br />
*Eliminated several cases of duplicates in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
*Fixed some typos.<br />
<br />
*Fixed the kamikaze attack of some enemies not working correctly.<br />
<br />
*Updated the descriptions of the difficulty levels with the latest changes.<br />
<br />
*Fixed a few misnamed enemies.<br />
<br />
*Gave unique names to some enemy variants that shared the same name.<br />
<br />
*Increased the XP value of popcorn style enemies. Was previously 0.<br />
<br />
*Decreased the XP value of boss buddies (like the Warden's turrets).<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=30686Starward Rogue:Post-1.5 Release Notes2018-04-04T02:05:36Z<p>Logorouge: /* Version 2.004 (upcoming) */</p>
<hr />
<div>== Version 2.004 (upcoming) ==<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms in minor ways.<br />
<br />
*Eliminated some perk doubling in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
*Fixed Plasma Shotgun stats.<br />
<br />
*Fixed interaction between Holy Fire and Magnetic Offense.<br />
<br />
*Added knockback resistance to blue blockades and slightly reduced the number of flying shrapnels released when destroyed.<br />
<br />
*Increased the duration of the Carnage Circuit.<br />
<br />
*Converted the Pinpoint Accuracy and Sensor Jamming Circuits to bulletspeed effects and renamed them to Velocity and Deceleration Circuits. Also re-enabled their standard seeding method.<br />
**Thanks to Shin and Tails_155 for inspiring the change.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=30675Starward Rogue:Post-1.5 Release Notes2018-04-03T02:42:10Z<p>Logorouge: /* Version 2.004 (upcoming) */</p>
<hr />
<div>== Version 2.004 (upcoming) ==<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms in minor ways.<br />
<br />
*Eliminated some perk doubling in the listing of the Statistics menu.<br />
<br />
* "New" Content. Beamer Buddy Ver2 and Beamer Buddy Ver3.<br />
** These Deep Blue mech special perks were created a long time ago, but we've only just realized that they're not appearing in game due to a typo! So, that's now been fixed and they should now appear.<br />
<br />
*Improved visibility on starfield backgrounds of the later floors.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=30671Starward Rogue:Post-1.5 Release Notes2018-04-02T18:23:31Z<p>Logorouge: /* Version 2.004 (upcoming) */</p>
<hr />
<div>== Version 2.004 (upcoming) ==<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms in minor ways.<br />
<br />
*Eliminated some perk doubling in the listing of the Statistics menu.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=30669Starward Rogue:Post-1.5 Release Notes2018-04-02T15:43:31Z<p>Logorouge: /* Version 2.004 (upcoming) */</p>
<hr />
<div>== Version 2.004 (upcoming) ==<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), StinkBot (Au), Revenge Rams, Ram Launcher, Mapmaster, Map of the stars and Code:Annihilate. <br />
**Thanks to Rogue Justice, Shin and Tails_155 for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
*Reduced Parasite Armor (Au) health cost.<br />
<br />
*The Humble mech stats in the selection screen now reflect his actual max energy available.<br />
<br />
*Adjusted the seeding of a few bosses.<br />
<br />
*Tweaked several more rooms in minor ways.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=30547Starward Rogue:Post-1.5 Release Notes2018-03-11T04:08:51Z<p>Logorouge: /* Version 2.004 (upcoming) */</p>
<hr />
<div>== Version 2.004 (upcoming) ==<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*Animated the swirly projectiles of Golden and Blue Fragment enemies.<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), Revenge Rams, Ram Launcher, Mapmaster and Map of the stars. <br />
**Thanks to Shin for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=30540Starward Rogue:Post-1.5 Release Notes2018-03-09T00:13:09Z<p>Logorouge: /* Version 2.004 (upcoming) */</p>
<hr />
<div>== Version 2.004 (upcoming) ==<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*New Perfect Boss Clear achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), Revenge Rams, Ram Launcher, Mapmaster and Map of the stars. <br />
**Thanks to Shin for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorougehttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=30539Starward Rogue:Post-1.5 Release Notes2018-03-09T00:03:47Z<p>Logorouge: /* Version 2.004 (upcoming) */</p>
<hr />
<div>== Version 2.004 (upcoming) ==<br />
<br />
*Fixed a problem causing achievements to be checked for awarding, but not actually awarded.<br />
<br />
*Replaced Sunder small sun-like projectiles with an animated version. (Including Hard difficulty projectiles)<br />
<br />
*New Perfect Clear Boss achievement art added for The Humbled, Metal Legion, Periphery, Sunder and Valor.<br />
<br />
*Extended the descriptions of Necro Mech (Au), Rogue Bomber Communicator (Au), Revenge Rams, Ram Launcher, Mapmaster and Map of the stars. <br />
**Thanks to Shin for the feedback.<br />
<br />
*Changed the secret room message on free items to "Other items will disappear if you grab this" since "if you buy this" didn't really make sense with free items.<br />
<br />
*Miniature Blackhole was made more reliable and less prone to canceling. Also reduced the duration of magnetic protection for the player from 10 to 5 seconds.<br />
<br />
*Removed steering disabling effect of Blue Crystal Beamer, which was making certain bosses behave weirdly.<br />
<br />
*Shifted the attack style of Orbiting Battlestation to slow firerate with powerful shots while keeping the same DPS to reduce the visual chaos.<br />
<br />
*Changed the damage type of Blade Module from Ballistic to Melee.<br />
<br />
*Adjusted the seeding of Kunai from floor 2-5 to 3-6.<br />
<br />
*Increased the energy cost reduction and regen of Energy Orbital, to be on par with other orbitals.<br />
<br />
*Removed the bullet clearing effect when Labyrinth is destroyed to stop the lasers in the center from fake turning off when the boss buddies are still alive.<br />
<br />
*Adjusted the hitbox of Tiny Transports, SideShot and FlakLauncher.<br />
<br />
*Added a death timer to Zombots as a spawning limiter.<br />
<br />
*Added corner turrets to DiscoInferno room as timing indicators for flames. <br />
**Thanks to Esty for the feedback.<br />
<br />
*Added more middle paths to SameFaced room to avoid problems with the bottleneck.<br />
<br />
*Made the countdown for the Maze Bomb condemned room shorter, adding urgency and reducing the length of the easy dodges.<br />
<br />
*Removed Warhog Lv5 shield regen perk.<br />
<br />
*Removed Zephyr Lv11 +1 shield perk.<br />
<br />
*New Corrupting Power art added.<br />
<br />
== Version 2.003 Hotfix ==<br />
(Released February 19th, 2018)<br />
<br />
* Fixed an issue that two users ran into where it would no longer load their savegames after a nullref exception during play.<br />
<br />
* Also added some protection against the original error, or rather the side effects of the original error. Apparently somehow they reached a state where CurrentRoom was != null but CurrentRoom.CurrentCombat == null, which is pretty bonkers. I don't know where that was happening or how to prevent it, so if that happens it will still kill their run. But it won't kill their save anymore.<br />
<br />
== Version 2.002 Hotfixes ==<br />
(Released February 15th, 2018)<br />
<br />
*Fixed missing tags for some probation-style items (Masochism, Harmony).<br />
**Thanks to Soupinator for reporting.<br />
<br />
*Fix for the Kill Final Boss with All Mechs and Kill Super-Final Boss with All Mechs achievement which was only working if you killed the bosses with all the mechs in one session. <br />
**Thanks to rusty-double-oh-seven, Mordosskul, and Soupinator for reporting.<br />
<br />
*Reduced the kickback on the Leviathan Autocannon. The kickback was so strong that it may have been causing rare issues with getting stuck behind glass blocks.<br />
** Thanks to Whistler for reporting.<br />
<br />
== Version 2.001 (Die A Fiery Death, Audio Crash) ==<br />
(Released February 7th, 2018)<br />
<br />
* Removed the stats window for a few (Au) Sacrifice Items.<br />
<br />
* Actually set the Parasite Armor (Au) sacrifice item to seed...doh!<br />
<br />
* Nerfed Chromatic Array slightly (Au)<br />
** Thanks to Kinix for reporting.<br />
<br />
* Updated the credits.<br />
<br />
* Stopped the Flux Capacitor (Au) from seeding multiple times since the effect of the item doesn't stack.<br />
<br />
* Stopped the Kunai from seeding on Gold Floors.<br />
<br />
* Put in a variety of extra checks that should help to guard against the intermittent unity CTDs that people are experiencing.<br />
** Thanks in particular to Rusker for a report that at least would solve one of them (that admittedly we've only seen once, but still).<br />
* Tweaks to the Safari achievement<br />
** Tweaks to make this achievement easier and perhaps actually possible (it might not have been before). Now it excludes all bosses, minibosses, condemned enemies and shopkeepers. <br />
<br />
* Fix for Artillery Fire room.<br />
** Thanks to Kinix for reporting.<br />
<br />
* FINALLY fixed the longstanding super-infrequent crashing that was happening for some-but-not-all players. This has been a thorn in our side for two years now, but we finally got some excellent help from Unity's engine developers themselves, and it turns out that we were triggering a crash bug somewhere deep in the engine via calls to WWW.audio.GetAudioClip().<br />
** That's now on their list to investigate and fix, but in our case now that we know what the problem actually is, we've switched approaches to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifically during tutorials.<br />
** We do still have to use this method for the SoundsFromMods optional folder, but that's just for modders who want to add sounds, and it should limit any crashes to on-startup only, not during gameplay. And in those instances it would only be if you're playing with some mods on, and even then only rarely if ever. For everyone currently playing the game that we are aware of, you won't have a crash from this piece. If you have a crash, that would be something else instead.<br />
** Incidentally, the reason that the game was crashing after killing enemies or during room switches is... drumroll... because those are times when music tracks change. We were looking for so many other pieces of code that might be a problem during that time that we never thought to look at music. This is the same music code we've used since 2010 in every other title of ours prior to this one, so whatever the problem is with the underlying engine is must have been introduced in Unity 5 or thereabouts.<br />
** Thanks to everyone for their massive patience with this, and thanks to everyone who submitted crash dumps. We're definitely missing some names off this list, but some of the folks are: Soupinator, Turambar, Palewing, kassemmel, Monkooky, Antiarc, ShaggyMoose, Stx11, -{A★T}- blazingrager33, Jack Forsythe, Windless Zephyr, r1024768, Rusker, tombik, zulmetefza, Neikius, Esty, mg979, Kinix, and _c0balT.<br />
<br />
* '''Logorouge and Draco's Probation Overhaul'''<br />
** Updated and improved rewards for existing probations<br />
** No Pain No Gain changed to only require 2 Sacrifice Items.<br />
** Two new probations. Bounty Hunter and Rabid Consumer.<br />
** New SFX on successfully completing a probation<br />
** Notification to the console when you succeed or fail a probation.<br />
** Each probation no longer seeds more than once.<br />
** Fixed it so that only achievable probations will seed on final floors.<br />
<br />
== Version 2.000 (Expansion 1: AuGMENTED Launches!) ==<br />
(Released January 23rd, 2018)<br />
<br />
* Minor bugfixes for the expansion.<br />
<br />
* 3 more enemies and rooms for the expansion.<br />
<br />
== Version 1.990 ==<br />
(Released January 22nd, 2018)<br />
<br />
* Renamed and changed the description on Extra Energy Shard Refiner to be clearer on what it does. It's now called Healing Shard Refiner.<br />
** Thanks to a_triangle for the feedback.<br />
<br />
* Fixed sprint effect cosmetic bug.<br />
<br />
* Fixed a couple of case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Fixed a typo with Trap Master.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
== Version 1.800 ==<br />
(Released January 8th, 2018)<br />
<br />
* Fixed a couple more case sensitive typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Made Regeneration Walls immune to knockback.<br />
<br />
* Fixed longstanding bug with the starting position of the player in miniboss rooms of large or medium size.<br />
<br />
== Version 1.751 ==<br />
(Released December 19th, 2017)<br />
<br />
* Adjusted the description for Spire Knowledge.<br />
<br />
* Disabled Graphics Jobs, which may have been causing some crash-related issues.<br />
<br />
* Made the default on windows DirectX9 rather than OpenGLCore, so that the "fullscreen windowed" intended default now works properly on windows (already it was fine on OSX and linux, supposedly).<br />
<br />
== Version 1.750 (Cumulative Update Since 1.501) ==<br />
(Released December 18th, 2017)<br />
<br />
* Reverted back to Unity 2017.1.0p4, which apparently solves the crashing issue that is in the Unity 5.5 branches. Or at the very least makes it far less frequent. The super-legacy versions of OpenGL, which apply only to 8+ year old Linux machines (windows machines can use DirectX9) unfortunately get left behind, but it should be far less of an impact on very few customers. We really had to weigh pros and cons, and it was a tough call.<br />
<br />
== BETA Version 1.704 ==<br />
(Released December 17th, 2017)<br />
<br />
*Fixed it so that Recovery Module gives a few seconds of Invincibility when it kicks in, this helps the new Penumbra mech not get killed straight away after reviving.<br />
<br />
*Fixed a problem with Trap Master that meant it wasn't working correctly if you were to get fire rate reductions.<br />
<br />
*Set Kunai to seed a bit later on and tweaked the damage.<br />
<br />
* Added the final achievement art for the new mechs.<br />
<br />
* Set Spire Knowledge to last for a whole run rather than just a floor.<br />
<br />
* Reduced Kunai damage.<br />
<br />
* Downgraded the version of unity to Patch 5.5.5p2, which is still new as of November 28th, 2017.<br />
** This is two major versions back, though (back from 2017.1 and 5.6 before that), which means that the system requirements increases from the newer versions (OpenGL 2.1 being dropped) no longer apply.<br />
** Nonetheless, this has a heck of a lot more patches on the 5.5 unity branch compared to the older 5.5.2p2 version that the game was previously running on in the last non-beta version.<br />
** Hopefully this works out to be the best middle-ground for everyone.<br />
<br />
== BETA Version 1.703 ==<br />
(Released December 15th, 2017)<br />
<br />
* Fixed a few wrong letter case typos that were affecting Linux users.<br />
** Thanks to Whistler for reporting.<br />
<br />
* Set OutToLunch perk to only be able to appear once, since getting that perk more than once -- which is possible in the case of the Roulette Alpha mech -- makes no sense since it can't stack.<br />
<br />
* Added new Warp Pad art.<br />
<br />
* More improvements to weapon particles and muzzle flashes.<br />
<br />
* Fixed a bug with Holy Fire that meant it wasn't firing correctly.<br />
<br />
* Added an tutorial failsafe for a rare occurrence.<br />
<br />
* Fixed a Valor bug which meant it was being listed twice in the stats.<br />
<br />
== BETA Version 1.702 ==<br />
(Released December 10th, 2017)<br />
<br />
* Sounds were incorrectly being normalized in the last two beta versions. Fixed.<br />
<br />
* Added a new way to adjust the volume of various sounds via xml rather than by editing the sound file itself.<br />
** These are floating point numbers where 0 is silent, 0.5 is half volume, 1 is full volume, 2 is double volume, etc.<br />
** On bullet patterns: sound_volume_to_use_when_action_starts<br />
** On systems: sounds_on_shot_fired_volume, sounds_on_system_activated_volume, sounds_on_shot_detonate_volume, sounds_on_shot_does_damage_volume.<br />
<br />
== BETA Version 1.701 ==<br />
(Released December 8th, 2017)<br />
<br />
* Fixed a bunch of problems with certain code being missing from the base game if there is no expansion installed.<br />
<br />
* Fixed a problem with the new expansion achievements causing errors in the base game when no expansion is present.<br />
<br />
* Visual polish. Added new visual effects for Decimating Power, adjusted Deflector Field emitter and added an extra SFX, updated the Blunderbuss to the new shotgun visual style, added a few extra particle effects to player weapons, mostly muzzle flashes and bullet death particles. Flipped some system images that were not orientated correctly.<br />
<br />
== BETA Version 1.700 ==<br />
(Released December 6th, 2017)<br />
<br />
'''Note that in order to play this particular beta, you need to go into the Steam properties for the game, under the Betas tab, and choose "Beta" as the branch to play on. This will arrive on non-Steam versions once it exits beta, in January or so.'''<br />
<br />
* DUE TO WEBSITE ISSUES THE WIKI WAS ROLLED BACK, SO SOME CHANGES HAVE TO BE RE-ADDED TO THE LOG AND SOME MAY HAVE BEEN MISSED.<br />
<br />
* This version is also the first one on Steam to support the upcoming expansion AuGMENTED, although the beta for that is somewhat separate. If you're part of that beta, though, be sure to be in the beta branch on Steam so that it will work!<br />
<br />
<br />
=== New Content ===<br />
<br />
* Two new mechs created in collaboration with community member Logorouge. The Penumbra and Alpha mechs. Both have completely new weapons.<br />
** Thanks for creating these Logo!<br />
<br />
* New tutorial added. Thanks to Draco for completing most of the work on this.<br />
<br />
* Re-added a slightly improved Overkill perk. Out To Lunch also re-added with a 100% skip chance.<br />
<br />
*Re-enabled Magnetic Personality as an Incredibility.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
* New Perk Extra Health Refiner<br />
<br />
* Improved particle work for weapons (smoke effects, muzzle flashes, shot death particles)<br />
<br />
* One new Condemned room, and one Condemned that wasn't seeding correctly now is<br />
<br />
=== Balance ===<br />
<br />
* Changed the way that the Disruptor works so that it can't completely freeze enemies for long periods anymore.<br />
** Thanks to MLG_Cynical-Norfeder for reporting.<br />
<br />
* Tweaked Sniper Protocol, which was a bit too strong.<br />
<br />
* Removed ability to destroy bombables from AllInTheWrist, which was too OP.<br />
<br />
* Nerfed Contrishooter a bit.<br />
** Thanks to Whistler and others for suggesting.<br />
<br />
* Added missing knockback resistance to one of Terminus' Core Blades. <br />
** Thanks to Whistler for reporting...again! :)<br />
<br />
* Made Viper Strike not do friendly damage.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Upped the Autocannon Minibot range.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Lorentz Factor duration.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Made Harmony only last for a floor.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Increased Missile Salvager effect from 5% to 10%.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Reduced Paragon speed.<br />
<br />
* Fixed Vigilant Hull and Medical Emergency Interaction.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Tweaked Autocannon Drone a bit.<br />
** Thanks to Zharmad for the feedback.<br />
<br />
* Contrishooter nerfed a bit.<br />
** Thanks to Whistler for reporting.<br />
<br />
*Altered CMP_GlassZoo(6) to help with certain enemy combinations.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Tweaks to Blade Module description and Signal Triangulator Icon.<br />
**Thanks to Logorouge for reporting.<br />
<br />
*Buffed Immolated Minibot, Relentlesss Interceptor Crossbow, and shop discount sacrifice items<br />
**Thanks to Logorouge for the feedback.<br />
<br />
*Made Miniboss reward a minimum of 4 missiles rather than 2.<br />
**Thanks to Logorouge for suggesting.<br />
<br />
*Now when Condemned rooms are completed, any caltrops in the room are destroyed. Now that bug when you step on any caltrops after failing the room should not be possible. Plus, it's a good nicety to not have to avoid any caltrops on your way out.<br />
**Thanks to SCarterE and others for reporting.<br />
<br />
* Torpedo Cannon tweaks.<br />
<br />
=== Minor Fixes ===<br />
<br />
* Fixed a couple of typos.<br />
** Thanks to InkEyes' Let's Play for highlighting these.<br />
<br />
* Reduced the Tactical EMP screen flash duration.<br />
** Thanks to InkEyes' Let's Play for highlighting this.<br />
<br />
* Fixed a few typos.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug with AllInTheWrist that was making it disappear from the icons list.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Rocket Man description clearer.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a problem with the damage numbers of Holy Fire.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added some visual feedback when Recovery Module kicks in.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Fixed a bug with an interaction between Trap Master, Hardening Module and Defense Orbital.<br />
** Thanks to Chillblain and Eruanion for reporting.<br />
<br />
*Reduced Cryofreeze module SFX volume. Reduced Frozen Orb SFX volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
*Fixed the last couple of remaining achievement bugs. Specifically the one for finishing the game with all mechs and the one for unlocking all Condemned room.<br />
**Thanks to B0rg, Logorouge, onehalfatsquared and others for reporting.<br />
<br />
* Put in further protections against the rare after-secret-room crash.<br />
<br />
=== Unity Engine Upgrades and Loading Speed Upgrades ===<br />
<br />
* Improved the loading speed of the graphics process at the start of the game.<br />
<br />
* Upgraded the game to use unity 5.5.2.p2 rather than 5.5.0p3 of Unity.<br />
<br />
* The version of the unity engine the game runs on has been upgraded from 5.5.2p2 to 5.6.0p2.<br />
** We discovered that the reason the game was loading so much more slowly lately now also was causing an exception to be thrown in Unity 5.6.<br />
** This was a ton of sound files being preloaded from the disk in a too-slow format. These are now being stored in the internal Resources folder of the game project, which makes it so that they are loaded in bulk way faster, and without causing any underlying FMOD issues. Modded sound effects can still be placed in the Sounds folder, though, so that modding capabilities are not affected.<br />
<br />
* The way that sound effects are loaded has been altered, and the way that they are stored has also been improved. They're now far less likely to bog down your system during gameplay, and are included in the resource asset bundle instead. They also load on background threads, and only come in as mono now (the sound itself really really doesn't need to be stereo, since it's already a stereo environmental and music setup and sounds on different panned bits to the speakers helps avoid overloading them.<br />
<br />
* The unity version has been upgraded AGAIN, this time from 5.6.0p2 to 2017.1.0p4.<br />
** There are a variety of bugfixes in this upgrade relating to linux, osx, and just general performance and whatnot.<br />
<br />
* Maaassive scrubbing out of old networking-related code that was never used in this game but which was brought forward from the Valley titles and was slowing this one down a bit.<br />
<br />
* Used some of the new profiling and performance-tuning techniques that we've learned from AI War 2 in order to eliminate some performance hotspots that have cropped up, some of which were new during the development of this expansion and the free base game content that goes along with it (new features that added a substantial performance hit to drawing all shots, for instance).<br />
<br />
* The initial loading screens actually properly block you now until all the images it needs to load are loaded, rather than letting you get past them too fast and then being really laggy.<br />
<br />
== Version 1.507 (Difficulty Smoothing) ==<br />
(Released January 10th, 2017)<br />
<br />
* Increased the amount you get from damage boosting power ups. These were nerfed a little too hard during the last patch, so have now been pushed back up somewhat.<br />
** Thanks to Kinix and others for reporting.<br />
<br />
* Overall enemy HP has been reduced by 25%.<br />
<br />
* Increased the the health pickup frequency as well as adding two more variations of health pickup that provide 2 and 3 health each. These can also appear in the cheap shop.<br />
<br />
* Changed Harmony to give you its bonus once every floor, but also moved it to the Secret Room. Secret room items are allowed to be a little extra crazy, bordering on OP, and due to some of the powerful interactions this item can give you, it seems like the more appropriate place.<br />
** Thanks to Logorouge for suggesting making the bonus work every floor.<br />
<br />
* Fixed a typo on the Deep Blue mech<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made Time Machine only seed in secret room.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Made the Plasma Punisher shot transparent, so it doesn't block your visibility as much when it goes off.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Tweaked the timing of Fight or Flight so that the movement speed boost wears off a fair bit before the invincibility does.<br />
** Thanks to Frumple for reporting.<br />
<br />
* Alterted the CondemenedHunter pattern to make it less pathetically easy on Normal.<br />
** Thanks to Frumple for reporting.<br />
<br />
* A bunch of individual enemy HPs have been nerfed, and a lot of rooms have had their enemy density decreased.<br />
<br />
* Improved the functioning of the Telekinetic Repulsor Module so that less craziness happens when it interacts with certain enemy bullets. It will now clear most of the shots it pushes.<br />
<br />
** Thanks to Frumple for reporting.<br />
<br />
== Version 1.506 ==<br />
(Released January 5th, 2017)<br />
<br />
* The three achievement-related bugs all seem to be fixed now.<br />
<br />
== BETA 1.505 ==<br />
(Released January 3rd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Fixed a bug where it was possible in some cases to have more than 100% health, which led to visual health bar glitches as well as you actually having more health than you were supposed to.<br />
** Thanks to eruanion for reporting.<br />
<br />
* Put in recovery code for cases in which previously the player hull could be set to null by you clicking around a lot during world generation; it now chooses a random hull when it hits such a case, rather than just dying. Actually fixing the root issue is of course next on the list, but there may be multiple ways to trigger this.<br />
<br />
* Added tooltips to the icons on the bottom right of the file select screen.<br />
<br />
* Fixed a longstanding but little-seen issue where mouse or key presses during the creation of a new run would corrupt the run in many cases.<br />
<br />
* Fixed ConductiveHull stats.<br />
<br />
* Reduced Cryofreeze Module volume a bit.<br />
<br />
* Fixed a null reference exception that apparently could happen sometimes when either starting the tutorial for the first time or possibly related to exiting or entering certain rooms.<br />
<br />
* Fixed yet another nullref exception that could happen, this time in minimap rendering right when changing states.<br />
<br />
== BETA 1.504 ==<br />
(Released January 2nd, 2017)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0p3, which seems to fix the errors we were having in 5.5.0f1 when resizing or maximizing the screen.<br />
<br />
== BETA 1.503 ==<br />
(Released December 21st, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* Updating to Unity 5.5.0f1.<br />
<br />
* Reduced Gravity Cannon player defense to 2 seconds from 4.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Arcoris x4 to 3 minions instead of 4, which was a mistake. So now there are actually 4 in total not 5.<br />
** Thanks to the person who reported this, sorry I forgot who it was (maybe Monkooky in Discord!).<br />
<br />
* Made Spire Knowledge description more specific.<br />
** Thanks to Monkooky for reporting.<br />
<br />
* Fixed Conductive Hull energy amount.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Removed the fire rate boost from Jack of All Trades. This needed a bit of a nerf.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Adjusted the Interceptor drone description to be clearer.<br />
** Thanks to Z99-_ for the feedback.<br />
<br />
* Reduced Loco HP a little.<br />
** Thanks to eruanion for the feedback.<br />
<br />
* Adjusted the Cryofreeze module damage which was way too high.<br />
** Thanks to Z99-_ for reporting.<br />
<br />
* Reduced the drop frequency of modules by half. They now also seed in weapon and defense shops.<br />
** Thanks to Monkooky and others for the feedback.<br />
<br />
* Adjusted the Deep Blue mech energy multiplier to 1.5 from 2.<br />
** Thanks to Logorouge for the feedback.<br />
<br />
* Removed some the floor revealing perks, but added new perks Resupply and Rally.<br />
<br />
* All new/improved perk art added.<br />
<br />
* Changed the SFX on the Mini-Swarm enemy.<br />
** Thanks to carldong for reporting.<br />
<br />
== BETA 1.502 ==<br />
(Released November 11th, 2016)<br />
<br />
'''This is temporarily only available in a steam beta branch, since it may break things.'''<br />
<br />
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen<br />
** Thanks to Motai<br />
<br />
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome<br />
** Thanks to Logorouge<br />
<br />
* Fixed reversal of DoorEvil and DoorBoss<br />
** Thanks to SJD<br />
<br />
* Rocket Man now only last for a floor.<br />
** Thanks to Logorouge and others for reporting.<br />
<br />
* Cluster Launcher no longer does friendly fire.<br />
** Thanks to DarkTwinge's stream for highlighting this.<br />
<br />
* Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.<br />
<br />
* Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).<br />
<br />
* added suppress_aoe_destruction_of_shots flag to system<br />
<br />
* Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).<br />
** Thanks to Monkooky and others for reporting.<br />
<br />
* Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Removed the friendly fire on Detonating Rose.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Clarified the Looter probation description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Increased the size of Paragon's hitbox, which was way too small.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.<br />
<br />
* Tweaked the Combat Shield look and function. You can now push enemies back with it, too.<br />
<br />
* Changed the Kunai SFX a bit, and the shot type.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Kunai is now also in the energy weapon position. Before it was in the main gun position.<br />
<br />
* Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Vastly improved the efficiency of the Zombot.<br />
** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.<br />
<br />
* Made it so that you can't waste Alternate Deality when outside of a shop room.<br />
<br />
* Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.<br />
<br />
* Changed the Revenge Rams to be bigger and do more damage and greater AOE.<br />
<br />
* Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.<br />
<br />
* Improved TacticalEMP.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Cleared up the Serrated Spine Launcher description.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Reduced Conductive Hull to 60 energy gain.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.<br />
** Thanks to Goldenwolf for these changes.<br />
<br />
* Fixed a buggy interaction between Photoelectric and Big Leaky Battery.<br />
** Thanks to eruanion for reporting.<br />
<br />
* The Perk Overhaul and Balance Update (plus other stuff)<br />
** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html<br />
** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.<br />
** At least one unique perk for each mech such as Flame Master.<br />
** Many existing perks revamped such as Heavyweight, Resistance (was Deftness)<br />
** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.<br />
** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.<br />
** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.<br />
** Floor size has been reduced significantly so that run length is reduced overall. <br />
** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. <br />
** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.<br />
** New enemies from Misery such as Disservers, Ramparts, and more.<br />
** A lot of small tweaks that we've probably forgotten about.<br />
* Fixed AOE not waking enemies bug.<br />
* Fixed Needler Probe respawn when buying new familiars bug.<br />
** Thanks to Windless Zephyr for highlighting this.<br />
* Reduced Stomper volume.<br />
** Thanks to Logorouge for reporting.<br />
<br />
* Fixed a bug where the "unlocked all items" achievement was erroneously given to players previously.<br />
<br />
== Version 1.501 ==<br />
(Released August 6th, 2016)<br />
<br />
* Fixed a bug that was breaking some older savegames.<br />
<br />
* Increased difficulty of Twin Suns.<br />
<br />
* Tiny Energy Boost now grants 10 energy for 5 credits<br />
* Dilithium Power Cell now grants 20 energy for 15 credits<br />
<br />
* SurvivalPack readded<br />
<br />
* Fixed Credit10 frequency in pools rate<br />
<br />
* Adjusted the missile systems a bit.<br />
<br />
* Acid Maw damage multiplier increased from 1.2 to 1.4<br />
** Thanks to logorouge for inspiring the change<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Post-1.0 Release Notes]]<br />
<br />
[[Category:Starward Rogue]][[Category:Starward Rogue Release Notes]]</div>Logorouge