https://wiki.arcengames.com/api.php?action=feedcontributions&user=Zogheen&feedformat=atomArcen Wiki - User contributions [en]2024-03-29T09:21:02ZUser contributionsMediaWiki 1.34.2https://wiki.arcengames.com/index.php?title=User:Zogheen&diff=29488User:Zogheen2017-03-01T01:16:56Z<p>Zogheen: Zogheen</p>
<hr />
<div>while (42) {<br />
Life, The Universe, and Everything in it;<br />
}</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Sandbox&diff=29415Sandbox2017-02-27T18:33:19Z<p>Zogheen: Created page with "This is a test sandbox."</p>
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<div>This is a test sandbox.</div>Zogheenhttps://wiki.arcengames.com/index.php?title=AI_War_2:AI_War_2&diff=29387AI War 2:AI War 22017-01-12T15:23:57Z<p>Zogheen: Dominus Arbitrationis moved page AI War 2):AI War 2 to AI War 2:AI War 2 without leaving a redirect: Making sure it is in the namespace</p>
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<div>Placeholder page for the AI War 2 Main Page.</div>Zogheenhttps://wiki.arcengames.com/index.php?title=AI_War_2:AI_War_2&diff=29386AI War 2:AI War 22017-01-12T15:23:26Z<p>Zogheen: Dominus Arbitrationis moved page AI War 2:AI War 2 to AI War 2):AI War 2 without leaving a redirect</p>
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<div>Placeholder page for the AI War 2 Main Page.</div>Zogheenhttps://wiki.arcengames.com/index.php?title=AI_War_2:AI_War_2&diff=29385AI War 2:AI War 22017-01-12T15:21:16Z<p>Zogheen: Making sure the namespace works</p>
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<div>Placeholder page for the AI War 2 Main Page.</div>Zogheenhttps://wiki.arcengames.com/index.php?title=MediaWiki:Sidebar&diff=29368MediaWiki:Sidebar2017-01-02T19:42:19Z<p>Zogheen: </p>
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<div>* SEARCH<br />
* games<br />
** AI_War:AI War| AI War<br />
** Bionic Dues|Bionic Dues<br />
** Release Raptor|In Case of Emergency, Release Raptor<br />
** Skyward Collapse|Skyward Collapse<br />
** Shattered Haven|Shattered Haven<br />
** SBR:Stars_Beyond_Reach|Stars Beyond Reach<br />
** Starward Rogue:Main|Starward Rogue<br />
** The Last Federation|The Last Federation<br />
** Tidalis|Tidalis<br />
** A_Valley_Without_Wind| Valley Without Wind 1<br />
** A_Valley_Without_Wind_2_aka_Valley_2 | Valley Without Wind 2<br />
* community<br />
** https://www.arcengames.com/|Arcen Website<br />
** https://forums.arcengames.com|Arcen Forums<br />
* other<br />
** mainpage|mainpage<br />
** Lore:Lore| Lore<br />
** recentchanges-url|recentchanges<br />
* TOOLBOX</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.5_Release_Notes&diff=29367Starward Rogue:Post-1.5 Release Notes2016-12-22T20:08:06Z<p>Zogheen: /* Version 1.503 */</p>
<hr />
<div>== Version 1.503 ==<br />
Released December 21st (BETA)<br />
<br />
(Changelog is not up-to-date yet)<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 />
.<br />
<br />
.<br />
<br />
[[Starward_Rogue:Main|Starward Rogue Main Page]]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=MediaWiki:Sidebar&diff=29291MediaWiki:Sidebar2016-10-13T01:05:38Z<p>Zogheen: </p>
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<div>* SEARCH<br />
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** Shattered Haven|Shattered Haven<br />
** SBR:Stars_Beyond_Reach|Stars Beyond Reach<br />
** Starward Rogue:Main|Starward Rogue<br />
** The Last Federation|The Last Federation<br />
** Tidalis|Tidalis<br />
** A_Valley_Without_Wind| Valley Without Wind 1<br />
** A_Valley_Without_Wind_2_aka_Valley_2 | Valley Without Wind 2<br />
** <iframe frameborder="0" height="420" scrolling="no" src="https://www.kickstarter.com/projects/arcengames/ai-war-ii/widget/card.html?v=2" width="220"></iframe><br />
* community<br />
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** http://www.arcengames.com/forums/|Arcen Forums<br />
* other<br />
** mainpage|mainpage<br />
** Lore:Lore| Lore<br />
** recentchanges-url|recentchanges<br />
* TOOLBOX</div>Zogheenhttps://wiki.arcengames.com/index.php?title=MediaWiki:Sidebar&diff=29290MediaWiki:Sidebar2016-10-13T01:04:46Z<p>Zogheen: </p>
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<div>* SEARCH<br />
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* games<br />
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** Bionic Dues|Bionic Dues<br />
** Release Raptor|In Case of Emergency, Release Raptor<br />
** Skyward Collapse|Skyward Collapse<br />
** Shattered Haven|Shattered Haven<br />
** SBR:Stars_Beyond_Reach|Stars Beyond Reach<br />
** Starward Rogue:Main|Starward Rogue<br />
** The Last Federation|The Last Federation<br />
** Tidalis|Tidalis<br />
** A_Valley_Without_Wind| Valley Without Wind 1<br />
** A_Valley_Without_Wind_2_aka_Valley_2 | Valley Without Wind 2<br />
* community<br />
** http://www.arcengames.com/|Arcen Website<br />
** http://www.arcengames.com/forums/|Arcen Forums<br />
* other<br />
** mainpage|mainpage<br />
** Lore:Lore| Lore<br />
** recentchanges-url|recentchanges<br />
* TOOLBOX</div>Zogheenhttps://wiki.arcengames.com/index.php?title=MediaWiki:Sidebar&diff=29289MediaWiki:Sidebar2016-10-13T01:01:33Z<p>Zogheen: </p>
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<div><iframe frameborder="0" height="420" scrolling="no" src="https://www.kickstarter.com/projects/arcengames/ai-war-ii/widget/card.html?v=2" width="220"></iframe><br />
* SEARCH<br />
* games<br />
** AI_War:AI War| AI War<br />
** Bionic Dues|Bionic Dues<br />
** Release Raptor|In Case of Emergency, Release Raptor<br />
** Skyward Collapse|Skyward Collapse<br />
** Shattered Haven|Shattered Haven<br />
** SBR:Stars_Beyond_Reach|Stars Beyond Reach<br />
** Starward Rogue:Main|Starward Rogue<br />
** The Last Federation|The Last Federation<br />
** Tidalis|Tidalis<br />
** A_Valley_Without_Wind| Valley Without Wind 1<br />
** A_Valley_Without_Wind_2_aka_Valley_2 | Valley Without Wind 2<br />
* community<br />
** http://www.arcengames.com/|Arcen Website<br />
** http://www.arcengames.com/forums/|Arcen Forums<br />
* other<br />
** mainpage|mainpage<br />
** Lore:Lore| Lore<br />
** recentchanges-url|recentchanges<br />
* TOOLBOX</div>Zogheenhttps://wiki.arcengames.com/index.php?title=AI_War:AI_War&diff=28249AI War:AI War2016-06-15T15:05:32Z<p>Zogheen: Please make a forum post regarding the video that was added.</p>
<hr />
<div>AI War: Fleet Command is the flagship title of Arcen Games, first released in 2009. Up to eight players battle a pair of rampant artificial intelligences once used by warring human superpowers, in the aftermath of the AI's near complete victory over humanity. Human players must avoid the notice of AI powers while preparing for an attack against the AI homeworlds. The game takes place on a procedurally generated galaxy map with between 10 and 120 planets in a genre splicing mix of real-time strategy, 4X, and tower defence. <br />
<br />
It has six expansions: The Zenith Remnant, Children of the Neinzul, Light of the Spire, Ancient Shadows, Vengeance of the Machine, and Destroyer of Worlds, which variously include additional units, critical paths, AI types, lore, and music. The game is in ongoing development and receives regular bug fixes and balance adjustments based on community feedback. Major version updates typically coincide with new expansions and sometimes fold improvements from expansion development into the base game.<br />
<br />
AI War is known for its gameplay depth, [http://arcengames.com/designing-emergent-ai-part-1-an-introduction/ the behavior of its AI opponents], and strong ties between fans and creators.<br />
: [[AI War:More About|More About AI War]].<br />
: [[AI War:Current Post-8.000 Beta|Upcoming and latest patch-notes]].<br />
<br />
== Introduction ==<br />
* [[AI War:Fast Facts|Fast Facts: A Crash Course On AI War]]<br />
* [[AI War:Starting Out|I'm Just Starting Out -- What Should I Do?]]<br />
* [[AI War:Choosing A Difficulty Level|How Do I Know What Difficulty Level To Play On?]]<br />
** [[AI War:Choosing A Difficulty Level#Is The Difficulty Really Constant Throughout A Game Of AI War? |Is The Difficulty Really Constant Throughout A Game Of AI War? ]]<br />
* [[AI War:Choosing A Map Size|What Difference Does The Map Size Make? (Hint: Tiny Maps Are Harder)]]<br />
* [[AI War:Choosing An AI Opponent|What are suggestions for a good first AI opponent?]]<br />
* [[AI War:Prerequisites to Winning|Steps Required To Win]]<br />
* [http://www.arcengames.com/aiwar_videos.php Video Tutorials (See An Expert Play)]<br />
<br />
== General Gameplay ==<br />
* [[AI War:Getting More Ships|How Do I Get More Ships?]]<br />
* [[AI War:Using Older Ships|What Do I Do With My Older Ships?]]<br />
* [[AI War:Technologies|What Technologies Should I Unlock If I'm New?]]<br />
* [[AI War:Galaxy Map Priority Buttons|How Do I Use The Priority Buttons In The Galaxy Map?]]<br />
* [[AI War:Do Shots Miss|Do Shots Miss Sometimes?]]<br />
* [[AI War:Microing|Should I Micromanage Ships In Battle?]]<br />
* [[AI War:Ships Slowing Down|Some Of My Ships Are Extra Slow, Or Won't Move At All. Why?]]<br />
* [[AI War:Cheats|Are There Cheats In The Game?]]<br />
* [[AI War:Cheats#Maintenance Commands|What Maintenance Commands Available To Alter Existing Savegames?]]<br />
* [[AI War:Why Do Enemy Waves Get So Large%3F#How_Wave_Sizes_Are_Calculated|AI Wave Size Calculation]]<br />
* [[AI War:AI Progress#When To Worry|When Should I Be Worried About The AI Progress Getting Too High?]]<br />
* [[AI War:Minimizing Micromanagement|How Do I Minimize Micromanagement?]]<br />
* [[AI War:AI Progress#AI Only|Does The AI Progress Go Up When I Lose A Command Station?]]<br />
* [[AI War:Choosing A Difficulty Level#Like Chess, A Game Of AI War Has Three Abstract "Phases" |Like Chess, A Game Of AI War Has Three Abstract "Phases" ]]<br />
* [[AI War:Hacking|What is Hacking?]]<br />
<br />
== Multiplayer Co-Op ==<br />
* [[AI War:Multiplayer|What are the differences between solo and multiplayer?]]<br />
* [[AI War:Multiplayer#How To Manage Player Drop-In and Drop-Out In Co-Op?|How To Manage Player Drop-In and Drop-Out In Co-Op?]]<br />
<br />
== Expansions ==<br />
* [[AI War:Expansions Vs Free DLC|Expansions Vs Free DLC -- What's The Difference?]]<br />
* [[AI War:Base "Fleet Command" Game Features|What exactly are the features in the base game of AI War?]]<br />
* [[AI War:The Zenith Remnant|What exactly is added via The Zenith Remnant expansion?]]<br />
* [[AI War:Children of Neinzul|What exactly is added via the Children of Neinzul micro expansion?]]<br />
* [[AI War:Light of the Spire|What exactly is added via the Light of the Spire expansion?]]<br />
* [[AI War:Ancient Shadows|What exactly is added via the Ancient Shadows expansion?]]<br />
* [[AI War:Vengeance of the Machine|What exactly is added via the Vengeance of the Machine expansion?]]<br />
* [[AI War:Destroyer of Worlds|What exactly is added via the Destroyer of Worlds expansion?]]<br />
<br />
== Game Setup ==<br />
* [[AI War:Minor Factions|Minor Factions]]<br />
* [[AI War:AI Plots|AI Plots]]<br />
* [[AI War:AI Opponent Types|AI Type]]<br />
* [[AI War:Map Style|Map Style]]<br />
<br />
== Interface ==<br />
* Keyboard: [[AI War:Keyboard Controls|Where Are The Keyboard Controls For The Game Documented?]]<br />
* [[AI War:Flashing In Galaxy Map|What Does Flashing On The Galaxy Map Indicate?]]<br />
* [[AI War:Quick Buttons|How Do the Quick Buttons At The Bottom Of The Screen Work?]]<br />
* [[AI War:Planetary Summary|About The Planetary Summary]]<br />
* [[AI War:Zoom|Is It Possible To Zoom All The Way Out?]]<br />
* [[AI War:Minimap|Why Is Clicking The Minimap Imprecise When I Am Zoomed In?]]<br />
* [[AI War:Queuing Orders|Can I Queue Multiple Attack Orders And Movement Orders?]]<br />
* [[AI War:Gifting Ships|What Are The Rules For Gifting Ships Between Players?]]<br />
* Formation: [[AI War:Formation Movement|How To Use Formation Move]]<br />
* Formation: [[AI War:Formation Movement#Arc Movement|How To Use Arc Move]] ''Note: Not implemented in 3.7 and higher''<br />
* [[AI War:Minimizing Micromanagement|How Do I Minimize Micromanagement?]]<br />
* [[AI War:Preferred Targets|How To Use Preferred Targets To Make Up For Deficiencies In Your Ship Mix]]<br />
<br />
== Defense ==<br />
* New Counterattack Guard Posts: [[AI War:AI Unit - Warp CounterAttack GP|CounterAttack Guard Posts Can Launch A Wave Almost Anywhere]] <br />
* [[AI War:Wormhole Defense|How Do I Barricade A Wormhole?]]<br />
* Gate Raids: [[AI War:Gate Raids|How Do I Prevent Enemies From Sending Waves Against A Planet?]]<br />
* Gate Raids: [[AI War:Gate Raids#Benefits|What Does Gate Raiding Really Accomplish?]]<br />
* [[AI War:Defending Many Fronts|How Do I Defend My Ever-Expanding Fronts?]]<br />
* [[AI War:Are Turrets Useful?|Why Would I Unlock Turrets Instead Of Mobile Ships?]]<br />
* [[AI War:Securing Your Hinterland|How Do I Secure The Area Around My Planets?]]<br />
* [[AI War:Cross Planet Attacks|How Do I Prepare For Cross-Planet Attacks?]]<br />
* [[AI War:High Level AI Planets#What Is The Risk Of Not Destroying A High-Level AI Planet Next To My Home Planet?|What Is The Risk Of Not Destroying A High-Level AI Planet Next To My Home Planet?]]<br />
* [[AI War:Exo-Galaxy Wormholes|Why Is There An Exo-Galaxy Wormhole On My Home Planet?]]<br />
* [[AI War:Astro Trains#Defending Against|How Do I Defend Against Astro Trains?]]<br />
* [[AI War:Rate Of Expansion#Expanding In The Early Game|How Do I Protect Myself While Expanding In The Early Game? (Whipping Boys)]]<br />
* [[AI War:Rate Of Expansion#Keeping Ingress Points Low|How Do I Keep The Number Of Ingress Points Into My Territory Low?]]<br />
* [[AI War:Border Aggression#Defending Against Border Aggression|Defending Against Border Aggression]]<br />
<br />
== Offense ==<br />
* [[AI War:Supply|How Does Supply Work?]]<br />
* [[AI War:Beachhead|How Do I Establish A Beachhead?]]<br />
* [[AI War:Scouting Best Practices|What's The Best Way To Handle Scouting?]]<br />
* [[AI War:Reinforcements|Why Does An Enemy Planet Get Reinforcements After Its Warp Gate Is Gone?]]<br />
* [[AI War:Capturable Locations|Are The Capturable Enemy Ships Always Away From My Starting Position?]]<br />
* [[AI War:High Level AI Planets|What Is The Risk Of Taking A Planet Next To High-Level AI Planets?]]<br />
* [[AI War:Taking High-Level Planets|How Do I Take A High-Level AI Planet?]]<br />
* [[AI War:Rate Of Expansion|How Fast Should I Be Taking Planets?]]<br />
* [[AI War:Rate Of Expansion#Expanding In The Early Game|How Do I Protect Myself While Expanding In The Early Game? (Whipping Boys)]]<br />
* [[AI War:AI Reinforcements#Neutering AI Planets|Neutering AI Planets]]<br />
* [[AI War:AI Reinforcements#Creating False Alarm Distractions On AI Planets|Creating False Alarm Distractions On AI Planets]]<br />
* [[AI War:Why Not To Use FRD Mode Offensively|Why Not To Use FRD Mode Offensively]]<br />
* [[AI War:STATS_Button_Overview#Reference_Tab_Q_and_A|If I have something hard to kill like a Superfortress how can I find the best ships to kill it?]]<br />
<br />
== Economy ==<br />
* [[AI War:Getting More Knowledge|How Do I Get More Knowledge?]]<br />
* [[AI War:Resource Caps|Are There Resource Caps? What Happens When I Hit Them?]]<br />
<br />
== Ship-Specific Game Mechanics ==<br />
* Cloaking: [[AI War:Cloaking|How Does Cloaking Work?]]<br />
* Cloaking: [[AI War:Cloaking#No Auto-Attack|How Do I Prevent My Cloaked Ships From Auto-Attacking Enemies?]]<br />
* Cloaking: [[AI War:Cloaking#Cloaking Booster|How Do Cloaking Boosters Work?]]<br />
* [[AI War:Unable To Repair|Why Can't I Repair Some Ships (Such As Forts/Warheads)?]]<br />
* [[AI War:Mark V|Am I Ever Able To Build Core/Mark V Units?]]<br />
* [[AI War:Range|Why Do Some Ships (Such As The Fortress) Have Two Range Circles?]]<br />
* Radar Dampening: [[AI War:Radar Dampening|How Does Radar Dampening Work?]]<br />
* Rally Posts: [[AI War:Rally Posts|How Do Rally Posts Work?(beta)]]<br />
* Transports: [[AI War:Transports#Why Can't I Unload My Transports?|Why Can't I Unload My Transports?]]<br />
<br />
== Ship Strategies & Errata ==<br />
In an average game, the player's navy revolves around groups of [[AI_War:Ships_and_Structures#Fleet_Ships|fleet ships]] supplemented by [[AI_War:Ships_and_Structures#Starships|starship]]s and support vessels. A comprehensive ship compendium is being added, of which you can currently begin browsing by visiting the basic triangle ships: [[Fighter]]s, [[Bomber]]s, and [[Missile Frigate]]s.<br />
<br />
* Advanced Research Stations: [[AI War:Advanced Research Stations|Does Losing One Of These Matter After I've Held It Once?]]<br />
* Astro Trains: [[AI War:Astro Trains|What Do These Do?]]<br />
* Astro Trains: [[AI War:Astro Trains#Defending Against|How Do I Defend Against Astro Trains?]]<br />
* Captive Human Settlements: [[AI War:Captive Human Settlements|Do I Gain Anything From Holding These?]]<br />
* Command Posts: [[AI War:Command Posts|What Do These Do?]]<br />
* Counter-Dark-Matter Turrets: [[AI War:Counter-Dark-Matter Turrets|What Are These Good For?]]<br />
* Electric Shuttles: [[AI War:Lightning Turrets And Electric Shuttles|How Do I Effectively Attack Them?]]<br />
* Engineers: [[AI War:Engineers|How Can I Best Use These?]]<br />
* Engineers: [[AI War:Engineers#Repairs|What Restrictions Are There On When An Engineer Can Repair Another Ship?]]<br />
* Force Fields: [[AI War:Force Fields|How Do I Kill Them?]]<br />
* Force Fields: [[AI War:Force Fields#Protection Radius|How Much Of A Ship Needs To Be Covered By A Forcefield To Get Its Protection?]]<br />
* Force Fields: [[AI War:Force Fields#Mobile Force Fields|What Uses Are There For The Mobile Nature Of Force Field Generators?]]<br />
* Golems: [[AI War:Golems|What Are Golems?]]<br />
* Golems: [[AI War:Golems#Benefits And Risks Of Capturing|What Are The Benefits And Risks Of Capturing Golems?]]<br />
* Golems: [[AI War:Golems#Golem Supply|Why Is My Golem Out Of Supply?]]<br />
* Golems: [[AI War:Golems#Killing A Mining Golem|How Do I Kill A Mining Golem?]]<br />
* Golems: [[AI War:Golems#Working With A Zenith Trader|How Do I Work With A Zenith Trader?]]<br />
* Golems: [[AI War:Golems#Surviving A Zenith Devourer|How Do I Survive A Zenith Devourer?]]<br />
* Golems: [[AI War:Golems#Interacting With A Dyson Sphere|How Do I Interact With A Dyson Sphere?]]<br />
* Guard Posts: [[AI War:Guard Posts|What Do These Do?]]<br />
* Guardians: [[AI War:Guardians|What are Guardians?]]<br />
* Guardians: [[AI War:Guardians#AI Difficulty Level Effects On Guardians|How does Changing AI Difficulty Affect Guardians?]]<br />
* Guardians: [[AI War:Guardians#Types_of_Guardians|Types Of Guardians]]<br />
* Ion Cannons: [[AI War:Ion Cannons|What Do I Do About Them?]]<br />
* Lightning Turrets: [[AI War:Lightning Turrets And Electric Shuttles|How Do I Effectively Attack Them?]]<br />
* Mines: [[AI War:Mines|Are Ships Supposed To Be Able To Slip Past Mines?]]<br />
* Mines: [[AI War:Mines#Clearing Mines|How Do I Clear Enemy Mines?]]<br />
* Mines: [[AI War:Mines#Remains|What Is The Best Way To Clear The Remains Of Enemy Mines?]]<br />
* Mines: [[AI War:Mines#PermaMines|How To Kill PermaMines?]]<br />
* Missile Frigates: [[AI War:Missile Frigates|Are These Overpowered?]]<br />
* Orbital Mass Drivers: [[AI War:Orbital Mass Drivers|What Are Orbital Mass Drivers?]]<br />
* Parasites: [[AI War:Parasites|What's The Best Way To Use Them?]]<br />
* Planetary Subcommanders: [[AI War:Planetary Subcommanders|What are Planetary Subcommanders?]]<br />
* Raid Engines: [[AI War:The_Zenith_Remnant#Situational_Awareness_AI_Weapons|What Do These Do?]]<br />
* Shields: [[AI War:Shield_Damage_Reduction|What's This About Units Doing Less Damage When Protected By Forcefields?]]<br />
* Special Forces Alarm Posts: [[AI War:The_Zenith_Remnant#Situational_Awareness_AI_Weapons|What Do These Do?]]<br />
* Special Forces Guard Posts: [[AI War:Special Forces Guard Posts|What Do These Do?]]<br />
* Special Forces Guard Posts: [[AI War:Special Forces Guard Posts#How To Destroy?|How Do I Destroy Them?]]<br />
* Spiders And Weak Ships: [[AI War:Spiders And Weak Ships|What Are These(And Other Weaker Ships) Good For?]]<br />
* Starships: [[AI War:Starships|How Do I Best Use Them?]]<br />
* Starships: [[AI War:Starships#Scout Starships|What Are Scout Starships Good For?]]<br />
* Starships: [[AI War:Starships#Riot Starships|How Do I Use Riot Starships?]]<br />
* SuperFortresses: [[AI War:SuperFortresses|What Do I Do About Them?]]<br />
* Tachyon Beams: [[AI War:Tachyon Beams|Why Do Yellow Beams Come Out Of Nowhere And Hit My Ships?]]<br />
* The Eye: [[AI War:AI Unit - The Eye |What does the AI Eye do?]]<br />
* Warheads: [[AI War:Missiles|How Do I Get EMPs, Nukes, And Other Warheads?]]<br />
* Warheads: [[AI War:Missiles#Nukes|How Do I Use Nukes?]]<br />
* Warheads: [[AI War:Missiles#EMPs|How Do I Use EMPs?]]<br />
* Warheads: [[AI War:Missiles#Lightning Warheads|How Do I Use Lightning Warheads?]]<br />
* Warheads: [[AI War:Missiles#Armored Warheads|How Do I Use Armored Warheads?]]<br />
* Warp Gates: [[AI War:Gate Raids#Warp Gates|How Does A Warp Gate Work?]]<br />
<br />
== AI ==<br />
* AI Story: [[AI War:AI Story|How Does The AI Think?]]<br />
* AI Story: [[AI War:AI Story#What Does AI Progress Really Represent?|What Does AI Progress Really Represent?]]<br />
* AI Story: [[AI War:AI Story#Why Does The AI Progress Go Up When The AI Destroys Key Structures Of Mine?|Why Does The AI Progress Go Up When The AI Destroys Key Structures Of Mine?]]<br />
* AI Tech: [[AI War:AI Techs|At What AI Progress Does The AI Tech Level Increase?]]<br />
* AI Tech: [[AI War:AI Techs#Tech Display By AI Progress|What Does The Roman Numeral In Parentheses Next To The AI Progress Mean?]]<br />
* AI Tech: [[AI War:AI Techs#Bonus Ship Types For AI|What Bonus Ship Types Does The AI Get?]]<br />
* AI Ship Behaviors: [[AI War:AI Ships|What Are The General Behaviors That AI Ships Can Have?]]<br />
* AI Reinforcements: [[AI War:AI Reinforcements|How Do Basic AI Reinforcements Work?]]<br />
* AI Reinforcements: [[AI War:AI Reinforcements#AI Alert Level|What Causes An AI Planet To Go On Alert?]]<br />
* AI Reinforcements: [[AI War:AI Reinforcements#AI Alert Level|How Does The AI Alert Level Affect Where The AI Reinforces?]]<br />
* AI Reinforcements: [[AI War:AI Reinforcements#How Do AI Reinforcements Work At An Individual Planet?|How Do AI Reinforcements Work At An Individual Planet?]]<br />
* AI Reinforcements: [[AI War:AI Reinforcements#How Do Reinforcements Work After All The Planets "Fill Up?"|How Do Reinforcements Work After All The Planets "Fill Up?"]]<br />
* AI Waves: [[AI War:Why_Do_Enemy_Waves_Get_So_Large%3F#How_Wave_Sizes_Are_Calculated|How Are Wave Sizes Calculated?]]<br />
* AI Progress: [[AI War:AI Progress Strategy|What Happens If The AI Progress Is Lowered After Passing A Tech-Up Threshold?]]<br />
* AI Progress: [[AI War:AI Progress Strategy#When To Worry|When Should I Be Worried About The AI Progress Getting Too High?]]<br />
* AI Progress: [[AI War:AI Progress Strategy#What Causes AI Progress Changes?|What Causes AI Progress Changes?]]<br />
* AI Progress: [[AI War:AI Progress Strategy#AI Only|Does The AI Progress Go Up When I Lose A Command Station?]]<br />
* Cross-Planet Attacks: [[AI War:Cross_Planet_Attacks#How Do Cross-Planet Attacks Work?|How Do Cross-Planet Attacks Work?]]<br />
* Border Aggression: [[AI War:Border Aggression|How Does Border Aggression Work?]]<br />
* AI Design: [[AI War:AI Design|What Makes The Design Of This AI Unique From An Under-The-Hood Perspective?]]<br />
* Exogalactic Strikeforces: [[AI War:How Exogalactic Strikeforces Work|How Do Exogalactic Strikeforces Work?]]<br />
<br />
== Higher Difficulties Only ==<br />
* [[AI War:Resource Defense|How Do I Defend Against The AI Destroying All My Resources?]]<br />
* [[AI War:No Warning On Waves?|Why Are Waves Coming In Without Warning?]]<br />
* [[AI War:Keeping Astro Trains Away|How Do I Keep Astro Trains Off My Planets?]]<br />
* [[AI War:Why Do Enemy Waves Get So Large?|Why Do The Enemy Waves Get So Large So Fast?]]<br />
<br />
== Design Philosophy ==<br />
* [[AI War:Design Complexity|Why The Complex Interrelation Of Ship Damage Mechanisms?]]<br />
* [[AI War:Design Complexity#Why Does The Game Force Variety On The Player? |Why Does The Game Force Variety On The Player? ]]<br />
* [[AI War:Micromanagement|Why Doesn't The Game Automate Scouting or Reactor Management?]]<br />
* [[AI War:Micromanagement#Why The Emphasis On Taking Many Planets?|Why The Emphasis On Taking Many Planets?]]<br />
* [[AI War:Lack Of Ship Upgrades|Why Are Ships Not Upgradeable?]]<br />
* [[AI War:AI Design|What Makes The Design Of This AI Unique From An Under-The-Hood Perspective?]]<br />
* [[AI War:Minimizing Micromanagement|How Does The Game Minimize Micromanagement?]]<br />
* [[AI War:Controlling The Tempo|Why Does The Human Player Always Have The "Tempo?"]]<br />
<br />
== Story ==<br />
* [[AI War:Overall Mission|What Is My Overall Mission?]]<br />
* [[AI War:AI Story|How Does The AI Think?]]<br />
* [[AI War:Zenith Aliens|Who Are The Zenith Aliens?]]<br />
<br />
== Settings ==<br />
* [[AI War:TBS-Friendly Pause|What Is TBS-Friendly Pause?]]<br />
* [[AI War:Alternate Planet Names|How Do I Use altplanetnames.txt?]]<br />
* [[AI War:Disabled AI Types|How Do I Use disabledaitypes.txt?]]<br />
<br />
== Player-Created Strategy Resources ==<br />
* [[AI War:Ships and Structures|Ships and Structures]]<br />
* [[AI War:Admiral's General Strategy In AI War|Admiral's General Strategy In AI War]]<br />
* [[AI War:Factors Affecting The Strategic Value of Systems|Factors Affecting The Strategic Value of Systems]]<br />
* [[AI War:All About Tweaking The Difficulty Level|All About Tweaking The Difficulty Level]]<br />
* [[Glossary]]<br />
<br />
* [http://www.arcengames.com/forums/index.php/topic,8598.0.html List of fleet tactics and overall strategies]<br />
* [http://www.arcengames.com/forums/index.php/topic,7514.0.html Can't even make it past the tutorial]<br />
* [http://www.arcengames.com/forums/index.php/topic,1839.0.html Tips for New Players]<br />
* [http://www.arcengames.com/forums/index.php/board,31.0.html AI War Strategy Discussion Forum]<br />
* [http://www.arcengames.com/forums/index.php/topic,11678.msg121099.html User-friendly spreadsheet comparing caps of Mark I ships]<br />
* [http://www.arcengames.com/forums/index.php?topic=13369.0 Kahuna's Guide To AI War:Find Your Inner Super Cat!]<br />
<br />
== Release History ==<br />
Please note that there are generally prerelease beta versions available at any given time of the year, and there have been literally hundreds of those in between all of the official releases noted below.<br />
<br />
* Upcoming: [[AI War:Current Post-8.000 Beta|Current Post-8.000 Beta]]<br />
* August 18th, 2014: [[AI War:Current Post-7.000 Beta|8.000 (First Official Release Of Destroyer of Worlds)]]<br />
* June 17th, 2013: [[AI War:Current Post-6.000 Beta|7.000 (First Official Release Of Vengeance Of The Machine)]]<br />
* October 19th, 2012: [[AI War:6.000_Release|6.000 (First Official Release Of Ancient Shadows]])<br />
* January 27, 2011: [[AI War:5.000 Release|5.000 (First Official Release Of Light Of The Spire)]]<br />
* October 28, 2010: [[AI War:4.021 Release|4.021]]<br />
* October 26, 2010: [[AI War:4.000 Release|4.000 (First Official Release Of Children of Neinzul, First Unity Release)]]<br />
* May 6, 2010: [[AI War:3.120 Release|3.120]]<br />
* March 9, 2010: [[AI War:3.060 Release|3.060]]<br />
* January 12, 2010: [[AI War:3.000 Release|3.000 (First Official Release Of The Zenith Remnant)]]<br />
* October 20, 2009: [[AI War:2.000 Release|2.000 (First Release On Steam/Direct2Drive)]]<br />
* September 18, 2009: [[AI War:1.301 Release|1.301]]<br />
* September 1, 2009: [[AI War:1.201 Release|1.201]]<br />
* August 6, 2009: [[AI War:1.013 Release|1.013]]<br />
* August 1, 2009: [[AI War:1.012 Release|1.012]]<br />
* July 31, 2009: [[AI War:1.011 Release|1.011]]<br />
* July 16, 2009: [[AI War:1.010 Release|1.010]]<br />
* July 8, 2009: [[AI War:1.009 Release|1.009]]<br />
* June 29, 2009: [[AI War:1.008 Release|1.008 (First Release On GamersGate)]]<br />
* June 24, 2009: [[AI War:1.007 Release|1.007]]<br />
* June 17, 2009: [[AI War:1.006 Release|1.006]]<br />
* June 10, 2009: [[AI War:1.005 Release|1.005]]<br />
* June 1, 2009: [[AI War:1.004 Release|1.004]]<br />
* May 23, 2009: [[AI War:1.003 Release|1.003 (First Release On Impulse)]]<br />
* May 19, 2009: [[AI War:1.002 Release|1.002]]<br />
* May 14, 2009: [[AI War:1.001 Release|1.001]]<br />
* May 14, 2009: [[AI War:1.000 Release|1.000 (First Official Release)]]<br />
* May 13, 2009: [[AI War:0.940 Release|0.940 (First Public Prerelease)]]<br />
<br />
== The New System That Began In 4.0 ==<br />
Brace yourself: but the entire combat, repair, economic, and construction models have been almost completely rewritten. To the novice player these changes are subtle enough that it feels like basically the same game. To the more experienced player, these changes are a dream come true, shaving off rough edges left and right and leaving something simpler and more elegant in its place. We had a corps of 95 community members giving us feedback, after all, so there's been a lot of vetting of this from both newer and experienced players. The main benefits of these particular changes are simplicity, transparency-to-the-player, and internal accuracy in outlier situations. •As part of the new combat model, the old concept of "shields" (as distinct from "force fields") has been removed, and the random-hit-chance and range-related components of the hit chance calculations are gone. In place of this is a new, simpler, and far better [[AI War:Combat System#Armor|"armor"]] system that affects damage output instead of hit chance. •One key simplification in this new version is the removal of all the internal ship-specific damage multipliers. In their place, we now have a small number of new [[AI War:Combat System#Hull Types|"hull types"]] and ships get visible bonuses against them. This also removes the "Strong Vs and Weak Vs" display in favor of both the raw hull attack multipliers display and a new [[AI War:STATS_Button_Overview#Reference_Tab |Reference tab]] when really detailed data is needed (presumably not often). •Following on with those massive changes, every last ship in the game has been rebalanced to a heavy degree, sometimes pretty much completely <br />
<br />
<br />
<br />
*[[AI War:Combat System|Combat System Overview]]<br />
*[[AI War:Economic System|Economic System Overview]] <br />
*[[AI War:End Game|End Game - AI Home World Assault Changes]]<br />
*[[AI War:Home World| My Home World has a lot of New Structures - What do they do?]] <br />
*[[AI War:Mini-Map_Overview| The MiniMap Grows Up]]<br />
*[[AI War:STATS Button Overview|The "STATS" Button -- What is Inside?]]<br />
**[[AI War:Missions_List|What Happened To The Missions List?]]<br />
*[[AI War:CTRLS Button Overview|The "CTRLS" Button - Tame your engineers and ships.]] <br />
**[[AI War:Control Nodes| I can't find the control nodes]]<br />
<br />
* '''New Enemy Units'''<br />
* Guardians: [[AI War:Guardians|What are Guardians?]]<br />
* The Eye: [[AI War:AI Unit - The Eye |What does the AI Eye do?]]<br />
* Counterattack Guard Posts: [[AI War:AI Unit - Warp CounterAttack GP|Counterattack Guard Posts Can Launch A Wave Almost Anywhere]]<br />
* '''AI Core Planet Unique Features/Units'''<br />
*Ai Core Guardians<br />
*AI Core Guard Posts<br />
*AI Core Shield Generators <br />
<br />
<br />
*[[AI War:4.000_Release| The complete 4.00 release notes]]<br />
<br />
== Technical Support ==<br />
* [[AI War:MantisBT Overview|Bug Reporting and Suggestion Tracking using the new Mantis software]]<br />
<br />
* [http://www.arcengames.com/forums/index.php?board=3.0 Technical Support Forums]<br />
* [http://arcengames.com/forums/index.php/topic,4.0.html System Requirements]<br />
* [http://arcengames.com/forums/index.php/topic,26.0.html .NET Framework 3.5 SP1 Not Installing? ]<br />
* [http://arcengames.com/forums/index.php/topic,74.0.html Optimizing Performance In Multiplayer]<br />
* [http://arcengames.com/forums/index.php/topic,53.0.html Desync in multiplayer? Check this first.]<br />
* [http://www.arcengames.com/forums/index.php/topic,7657.0.html Trouble applying the latest patch?]<br />
* [http://arcengames.com/forums/index.php/topic,7.0.html FIREWALLS - Configure, or use VPN]<br />
* [http://arcengames.com/forums/index.php/topic,5.0.html VOICE SUPPORT - Use Skype, Teamspeak, etc.]<br />
<br />
The new navigational bar is under construction!<br />
{{AIWarRefNav}}</div>Zogheenhttps://wiki.arcengames.com/index.php?title=AI_War:AI_War&diff=28248AI War:AI War2016-06-15T15:04:36Z<p>Zogheen: Protected "AI War:AI War": High traffic page ([Edit=Allow only administrators] (indefinite))</p>
<hr />
<div>AI War: Fleet Command is the flagship title of Arcen Games, first released in 2009. Up to eight players battle a pair of rampant artificial intelligences once used by warring human superpowers, in the aftermath of the AI's near complete victory over humanity. Human players must avoid the notice of AI powers while preparing for an attack against the AI homeworlds. The game takes place on a procedurally generated galaxy map with between 10 and 120 planets in a genre splicing mix of real-time strategy, 4X, and tower defence. <br />
<br />
It has six expansions: The Zenith Remnant, Children of the Neinzul, Light of the Spire, Ancient Shadows, Vengeance of the Machine, and Destroyer of Worlds, which variously include additional units, critical paths, AI types, lore, and music. The game is in ongoing development and receives regular bug fixes and balance adjustments based on community feedback. Major version updates typically coincide with new expansions and sometimes fold improvements from expansion development into the base game.<br />
<br />
AI War is known for its gameplay depth, [http://arcengames.com/designing-emergent-ai-part-1-an-introduction/ the behavior of its AI opponents], and strong ties between fans and creators.<br />
: [[AI War:More About|More About AI War]].<br />
: [[AI War:Current Post-8.000 Beta|Upcoming and latest patch-notes]].<br />
<br />
== Introduction ==<br />
* [[AI War:Fast Facts|Fast Facts: A Crash Course On AI War]]<br />
* [[AI War:Starting Out|I'm Just Starting Out -- What Should I Do?]]<br />
* [[AI War:Choosing A Difficulty Level|How Do I Know What Difficulty Level To Play On?]]<br />
** [[AI War:Choosing A Difficulty Level#Is The Difficulty Really Constant Throughout A Game Of AI War? |Is The Difficulty Really Constant Throughout A Game Of AI War? ]]<br />
* [[AI War:Choosing A Map Size|What Difference Does The Map Size Make? (Hint: Tiny Maps Are Harder)]]<br />
* [[AI War:Choosing An AI Opponent|What are suggestions for a good first AI opponent?]]<br />
* [[AI War:Prerequisites to Winning|Steps Required To Win]]<br />
* [http://www.arcengames.com/aiwar_videos.php Video Tutorials (See An Expert Play)]<br />
<br />
== General Gameplay ==<br />
* [[AI War:Getting More Ships|How Do I Get More Ships?]]<br />
* [[AI War:Using Older Ships|What Do I Do With My Older Ships?]]<br />
* [[AI War:Technologies|What Technologies Should I Unlock If I'm New?]]<br />
* [[AI War:Galaxy Map Priority Buttons|How Do I Use The Priority Buttons In The Galaxy Map?]]<br />
* [[AI War:Do Shots Miss|Do Shots Miss Sometimes?]]<br />
* [[AI War:Microing|Should I Micromanage Ships In Battle?]]<br />
* [[AI War:Ships Slowing Down|Some Of My Ships Are Extra Slow, Or Won't Move At All. Why?]]<br />
* [[AI War:Cheats|Are There Cheats In The Game?]]<br />
* [[AI War:Cheats#Maintenance Commands|What Maintenance Commands Available To Alter Existing Savegames?]]<br />
* [[AI War:Why Do Enemy Waves Get So Large%3F#How_Wave_Sizes_Are_Calculated|AI Wave Size Calculation]]<br />
* [[AI War:AI Progress#When To Worry|When Should I Be Worried About The AI Progress Getting Too High?]]<br />
* [[AI War:Minimizing Micromanagement|How Do I Minimize Micromanagement?]]<br />
* [[AI War:AI Progress#AI Only|Does The AI Progress Go Up When I Lose A Command Station?]]<br />
* [[AI War:Choosing A Difficulty Level#Like Chess, A Game Of AI War Has Three Abstract "Phases" |Like Chess, A Game Of AI War Has Three Abstract "Phases" ]]<br />
* [[AI War:Hacking|What is Hacking?]]<br />
<br />
== Multiplayer Co-Op ==<br />
* [[AI War:Multiplayer|What are the differences between solo and multiplayer?]]<br />
* [[AI War:Multiplayer#How To Manage Player Drop-In and Drop-Out In Co-Op?|How To Manage Player Drop-In and Drop-Out In Co-Op?]]<br />
<br />
== Expansions ==<br />
* [[AI War:Expansions Vs Free DLC|Expansions Vs Free DLC -- What's The Difference?]]<br />
* [[AI War:Base "Fleet Command" Game Features|What exactly are the features in the base game of AI War?]]<br />
* [[AI War:The Zenith Remnant|What exactly is added via The Zenith Remnant expansion?]]<br />
* [[AI War:Children of Neinzul|What exactly is added via the Children of Neinzul micro expansion?]]<br />
* [[AI War:Light of the Spire|What exactly is added via the Light of the Spire expansion?]]<br />
* [[AI War:Ancient Shadows|What exactly is added via the Ancient Shadows expansion?]]<br />
* [[AI War:Vengeance of the Machine|What exactly is added via the Vengeance of the Machine expansion?]]<br />
* [[AI War:Destroyer of Worlds|What exactly is added via the Destroyer of Worlds expansion?]]<br />
<br />
== Game Setup ==<br />
* [[AI War:Minor Factions|Minor Factions]]<br />
* [[AI War:AI Plots|AI Plots]]<br />
* [[AI War:AI Opponent Types|AI Type]]<br />
* [[AI War:Map Style|Map Style]]<br />
<br />
== Interface ==<br />
* Keyboard: [[AI War:Keyboard Controls|Where Are The Keyboard Controls For The Game Documented?]]<br />
* [[AI War:Flashing In Galaxy Map|What Does Flashing On The Galaxy Map Indicate?]]<br />
* [[AI War:Quick Buttons|How Do the Quick Buttons At The Bottom Of The Screen Work?]]<br />
* [[AI War:Planetary Summary|About The Planetary Summary]]<br />
* [[AI War:Zoom|Is It Possible To Zoom All The Way Out?]]<br />
* [[AI War:Minimap|Why Is Clicking The Minimap Imprecise When I Am Zoomed In?]]<br />
* [[AI War:Queuing Orders|Can I Queue Multiple Attack Orders And Movement Orders?]]<br />
* [[AI War:Gifting Ships|What Are The Rules For Gifting Ships Between Players?]]<br />
* Formation: [[AI War:Formation Movement|How To Use Formation Move]]<br />
* Formation: [[AI War:Formation Movement#Arc Movement|How To Use Arc Move]] ''Note: Not implemented in 3.7 and higher''<br />
* [[AI War:Minimizing Micromanagement|How Do I Minimize Micromanagement?]]<br />
* [[AI War:Preferred Targets|How To Use Preferred Targets To Make Up For Deficiencies In Your Ship Mix]]<br />
<br />
== Defense ==<br />
* New Counterattack Guard Posts: [[AI War:AI Unit - Warp CounterAttack GP|CounterAttack Guard Posts Can Launch A Wave Almost Anywhere]] <br />
* [[AI War:Wormhole Defense|How Do I Barricade A Wormhole?]]<br />
* Gate Raids: [[AI War:Gate Raids|How Do I Prevent Enemies From Sending Waves Against A Planet?]]<br />
* Gate Raids: [[AI War:Gate Raids#Benefits|What Does Gate Raiding Really Accomplish?]]<br />
* [[AI War:Defending Many Fronts|How Do I Defend My Ever-Expanding Fronts?]]<br />
* [[AI War:Are Turrets Useful?|Why Would I Unlock Turrets Instead Of Mobile Ships?]]<br />
* [[AI War:Securing Your Hinterland|How Do I Secure The Area Around My Planets?]]<br />
* [[AI War:Cross Planet Attacks|How Do I Prepare For Cross-Planet Attacks?]]<br />
* [[AI War:High Level AI Planets#What Is The Risk Of Not Destroying A High-Level AI Planet Next To My Home Planet?|What Is The Risk Of Not Destroying A High-Level AI Planet Next To My Home Planet?]]<br />
* [[AI War:Exo-Galaxy Wormholes|Why Is There An Exo-Galaxy Wormhole On My Home Planet?]]<br />
* [[AI War:Astro Trains#Defending Against|How Do I Defend Against Astro Trains?]]<br />
* [[AI War:Rate Of Expansion#Expanding In The Early Game|How Do I Protect Myself While Expanding In The Early Game? (Whipping Boys)]]<br />
* [[AI War:Rate Of Expansion#Keeping Ingress Points Low|How Do I Keep The Number Of Ingress Points Into My Territory Low?]]<br />
* [[AI War:Border Aggression#Defending Against Border Aggression|Defending Against Border Aggression]]<br />
<br />
== Offense ==<br />
* [[AI War:Supply|How Does Supply Work?]]<br />
* [[AI War:Beachhead|How Do I Establish A Beachhead?]]<br />
* [[AI War:Scouting Best Practices|What's The Best Way To Handle Scouting?]]<br />
* [[AI War:Reinforcements|Why Does An Enemy Planet Get Reinforcements After Its Warp Gate Is Gone?]]<br />
* [[AI War:Capturable Locations|Are The Capturable Enemy Ships Always Away From My Starting Position?]]<br />
* [[AI War:High Level AI Planets|What Is The Risk Of Taking A Planet Next To High-Level AI Planets?]]<br />
* [[AI War:Taking High-Level Planets|How Do I Take A High-Level AI Planet?]]<br />
* [[AI War:Rate Of Expansion|How Fast Should I Be Taking Planets?]]<br />
* [[AI War:Rate Of Expansion#Expanding In The Early Game|How Do I Protect Myself While Expanding In The Early Game? (Whipping Boys)]]<br />
* [[AI War:AI Reinforcements#Neutering AI Planets|Neutering AI Planets]]<br />
* [[AI War:AI Reinforcements#Creating False Alarm Distractions On AI Planets|Creating False Alarm Distractions On AI Planets]]<br />
* [[AI War:Why Not To Use FRD Mode Offensively|Why Not To Use FRD Mode Offensively]]<br />
* [[AI War:STATS_Button_Overview#Reference_Tab_Q_and_A|If I have something hard to kill like a Superfortress how can I find the best ships to kill it?]]<br />
<br />
== Economy ==<br />
* [[AI War:Getting More Knowledge|How Do I Get More Knowledge?]]<br />
* [[AI War:Resource Caps|Are There Resource Caps? What Happens When I Hit Them?]]<br />
<br />
== Ship-Specific Game Mechanics ==<br />
* Cloaking: [[AI War:Cloaking|How Does Cloaking Work?]]<br />
* Cloaking: [[AI War:Cloaking#No Auto-Attack|How Do I Prevent My Cloaked Ships From Auto-Attacking Enemies?]]<br />
* Cloaking: [[AI War:Cloaking#Cloaking Booster|How Do Cloaking Boosters Work?]]<br />
* [[AI War:Unable To Repair|Why Can't I Repair Some Ships (Such As Forts/Warheads)?]]<br />
* [[AI War:Mark V|Am I Ever Able To Build Core/Mark V Units?]]<br />
* [[AI War:Range|Why Do Some Ships (Such As The Fortress) Have Two Range Circles?]]<br />
* Radar Dampening: [[AI War:Radar Dampening|How Does Radar Dampening Work?]]<br />
* Rally Posts: [[AI War:Rally Posts|How Do Rally Posts Work?(beta)]]<br />
* Transports: [[AI War:Transports#Why Can't I Unload My Transports?|Why Can't I Unload My Transports?]]<br />
<br />
== Ship Strategies & Errata ==<br />
In an average game, the player's navy revolves around groups of [[AI_War:Ships_and_Structures#Fleet_Ships|fleet ships]] supplemented by [[AI_War:Ships_and_Structures#Starships|starship]]s and support vessels. A comprehensive ship compendium is being added, of which you can currently begin browsing by visiting the basic triangle ships: [[Fighter]]s, [[Bomber]]s, and [[Missile Frigate]]s.<br />
<br />
* Advanced Research Stations: [[AI War:Advanced Research Stations|Does Losing One Of These Matter After I've Held It Once?]]<br />
* Astro Trains: [[AI War:Astro Trains|What Do These Do?]]<br />
* Astro Trains: [[AI War:Astro Trains#Defending Against|How Do I Defend Against Astro Trains?]]<br />
* Captive Human Settlements: [[AI War:Captive Human Settlements|Do I Gain Anything From Holding These?]]<br />
* Command Posts: [[AI War:Command Posts|What Do These Do?]]<br />
* Counter-Dark-Matter Turrets: [[AI War:Counter-Dark-Matter Turrets|What Are These Good For?]]<br />
* Electric Shuttles: [[AI War:Lightning Turrets And Electric Shuttles|How Do I Effectively Attack Them?]]<br />
* Engineers: [[AI War:Engineers|How Can I Best Use These?]]<br />
* Engineers: [[AI War:Engineers#Repairs|What Restrictions Are There On When An Engineer Can Repair Another Ship?]]<br />
* Force Fields: [[AI War:Force Fields|How Do I Kill Them?]]<br />
* Force Fields: [[AI War:Force Fields#Protection Radius|How Much Of A Ship Needs To Be Covered By A Forcefield To Get Its Protection?]]<br />
* Force Fields: [[AI War:Force Fields#Mobile Force Fields|What Uses Are There For The Mobile Nature Of Force Field Generators?]]<br />
* Golems: [[AI War:Golems|What Are Golems?]]<br />
* Golems: [[AI War:Golems#Benefits And Risks Of Capturing|What Are The Benefits And Risks Of Capturing Golems?]]<br />
* Golems: [[AI War:Golems#Golem Supply|Why Is My Golem Out Of Supply?]]<br />
* Golems: [[AI War:Golems#Killing A Mining Golem|How Do I Kill A Mining Golem?]]<br />
* Golems: [[AI War:Golems#Working With A Zenith Trader|How Do I Work With A Zenith Trader?]]<br />
* Golems: [[AI War:Golems#Surviving A Zenith Devourer|How Do I Survive A Zenith Devourer?]]<br />
* Golems: [[AI War:Golems#Interacting With A Dyson Sphere|How Do I Interact With A Dyson Sphere?]]<br />
* Guard Posts: [[AI War:Guard Posts|What Do These Do?]]<br />
* Guardians: [[AI War:Guardians|What are Guardians?]]<br />
* Guardians: [[AI War:Guardians#AI Difficulty Level Effects On Guardians|How does Changing AI Difficulty Affect Guardians?]]<br />
* Guardians: [[AI War:Guardians#Types_of_Guardians|Types Of Guardians]]<br />
* Ion Cannons: [[AI War:Ion Cannons|What Do I Do About Them?]]<br />
* Lightning Turrets: [[AI War:Lightning Turrets And Electric Shuttles|How Do I Effectively Attack Them?]]<br />
* Mines: [[AI War:Mines|Are Ships Supposed To Be Able To Slip Past Mines?]]<br />
* Mines: [[AI War:Mines#Clearing Mines|How Do I Clear Enemy Mines?]]<br />
* Mines: [[AI War:Mines#Remains|What Is The Best Way To Clear The Remains Of Enemy Mines?]]<br />
* Mines: [[AI War:Mines#PermaMines|How To Kill PermaMines?]]<br />
* Missile Frigates: [[AI War:Missile Frigates|Are These Overpowered?]]<br />
* Orbital Mass Drivers: [[AI War:Orbital Mass Drivers|What Are Orbital Mass Drivers?]]<br />
* Parasites: [[AI War:Parasites|What's The Best Way To Use Them?]]<br />
* Planetary Subcommanders: [[AI War:Planetary Subcommanders|What are Planetary Subcommanders?]]<br />
* Raid Engines: [[AI War:The_Zenith_Remnant#Situational_Awareness_AI_Weapons|What Do These Do?]]<br />
* Shields: [[AI War:Shield_Damage_Reduction|What's This About Units Doing Less Damage When Protected By Forcefields?]]<br />
* Special Forces Alarm Posts: [[AI War:The_Zenith_Remnant#Situational_Awareness_AI_Weapons|What Do These Do?]]<br />
* Special Forces Guard Posts: [[AI War:Special Forces Guard Posts|What Do These Do?]]<br />
* Special Forces Guard Posts: [[AI War:Special Forces Guard Posts#How To Destroy?|How Do I Destroy Them?]]<br />
* Spiders And Weak Ships: [[AI War:Spiders And Weak Ships|What Are These(And Other Weaker Ships) Good For?]]<br />
* Starships: [[AI War:Starships|How Do I Best Use Them?]]<br />
* Starships: [[AI War:Starships#Scout Starships|What Are Scout Starships Good For?]]<br />
* Starships: [[AI War:Starships#Riot Starships|How Do I Use Riot Starships?]]<br />
* SuperFortresses: [[AI War:SuperFortresses|What Do I Do About Them?]]<br />
* Tachyon Beams: [[AI War:Tachyon Beams|Why Do Yellow Beams Come Out Of Nowhere And Hit My Ships?]]<br />
* The Eye: [[AI War:AI Unit - The Eye |What does the AI Eye do?]]<br />
* Warheads: [[AI War:Missiles|How Do I Get EMPs, Nukes, And Other Warheads?]]<br />
* Warheads: [[AI War:Missiles#Nukes|How Do I Use Nukes?]]<br />
* Warheads: [[AI War:Missiles#EMPs|How Do I Use EMPs?]]<br />
* Warheads: [[AI War:Missiles#Lightning Warheads|How Do I Use Lightning Warheads?]]<br />
* Warheads: [[AI War:Missiles#Armored Warheads|How Do I Use Armored Warheads?]]<br />
* Warp Gates: [[AI War:Gate Raids#Warp Gates|How Does A Warp Gate Work?]]<br />
<br />
== AI ==<br />
* AI Story: [[AI War:AI Story|How Does The AI Think?]]<br />
* AI Story: [[AI War:AI Story#What Does AI Progress Really Represent?|What Does AI Progress Really Represent?]]<br />
* AI Story: [[AI War:AI Story#Why Does The AI Progress Go Up When The AI Destroys Key Structures Of Mine?|Why Does The AI Progress Go Up When The AI Destroys Key Structures Of Mine?]]<br />
* AI Tech: [[AI War:AI Techs|At What AI Progress Does The AI Tech Level Increase?]]<br />
* AI Tech: [[AI War:AI Techs#Tech Display By AI Progress|What Does The Roman Numeral In Parentheses Next To The AI Progress Mean?]]<br />
* AI Tech: [[AI War:AI Techs#Bonus Ship Types For AI|What Bonus Ship Types Does The AI Get?]]<br />
* AI Ship Behaviors: [[AI War:AI Ships|What Are The General Behaviors That AI Ships Can Have?]]<br />
* AI Reinforcements: [[AI War:AI Reinforcements|How Do Basic AI Reinforcements Work?]]<br />
* AI Reinforcements: [[AI War:AI Reinforcements#AI Alert Level|What Causes An AI Planet To Go On Alert?]]<br />
* AI Reinforcements: [[AI War:AI Reinforcements#AI Alert Level|How Does The AI Alert Level Affect Where The AI Reinforces?]]<br />
* AI Reinforcements: [[AI War:AI Reinforcements#How Do AI Reinforcements Work At An Individual Planet?|How Do AI Reinforcements Work At An Individual Planet?]]<br />
* AI Reinforcements: [[AI War:AI Reinforcements#How Do Reinforcements Work After All The Planets "Fill Up?"|How Do Reinforcements Work After All The Planets "Fill Up?"]]<br />
* AI Waves: [[AI War:Why_Do_Enemy_Waves_Get_So_Large%3F#How_Wave_Sizes_Are_Calculated|How Are Wave Sizes Calculated?]]<br />
* AI Progress: [[AI War:AI Progress Strategy|What Happens If The AI Progress Is Lowered After Passing A Tech-Up Threshold?]]<br />
* AI Progress: [[AI War:AI Progress Strategy#When To Worry|When Should I Be Worried About The AI Progress Getting Too High?]]<br />
* AI Progress: [[AI War:AI Progress Strategy#What Causes AI Progress Changes?|What Causes AI Progress Changes?]]<br />
* AI Progress: [[AI War:AI Progress Strategy#AI Only|Does The AI Progress Go Up When I Lose A Command Station?]]<br />
* Cross-Planet Attacks: [[AI War:Cross_Planet_Attacks#How Do Cross-Planet Attacks Work?|How Do Cross-Planet Attacks Work?]]<br />
* Border Aggression: [[AI War:Border Aggression|How Does Border Aggression Work?]]<br />
* AI Design: [[AI War:AI Design|What Makes The Design Of This AI Unique From An Under-The-Hood Perspective?]]<br />
* Exogalactic Strikeforces: [[AI War:How Exogalactic Strikeforces Work|How Do Exogalactic Strikeforces Work?]]<br />
<br />
== Higher Difficulties Only ==<br />
* [[AI War:Resource Defense|How Do I Defend Against The AI Destroying All My Resources?]]<br />
* [[AI War:No Warning On Waves?|Why Are Waves Coming In Without Warning?]]<br />
* [[AI War:Keeping Astro Trains Away|How Do I Keep Astro Trains Off My Planets?]]<br />
* [[AI War:Why Do Enemy Waves Get So Large?|Why Do The Enemy Waves Get So Large So Fast?]]<br />
<br />
== Design Philosophy ==<br />
* [[AI War:Design Complexity|Why The Complex Interrelation Of Ship Damage Mechanisms?]]<br />
* [[AI War:Design Complexity#Why Does The Game Force Variety On The Player? |Why Does The Game Force Variety On The Player? ]]<br />
* [[AI War:Micromanagement|Why Doesn't The Game Automate Scouting or Reactor Management?]]<br />
* [[AI War:Micromanagement#Why The Emphasis On Taking Many Planets?|Why The Emphasis On Taking Many Planets?]]<br />
* [[AI War:Lack Of Ship Upgrades|Why Are Ships Not Upgradeable?]]<br />
* [[AI War:AI Design|What Makes The Design Of This AI Unique From An Under-The-Hood Perspective?]]<br />
* [[AI War:Minimizing Micromanagement|How Does The Game Minimize Micromanagement?]]<br />
* [[AI War:Controlling The Tempo|Why Does The Human Player Always Have The "Tempo?"]]<br />
<br />
== Story ==<br />
* [[AI War:Overall Mission|What Is My Overall Mission?]]<br />
* [[AI War:AI Story|How Does The AI Think?]]<br />
* [[AI War:Zenith Aliens|Who Are The Zenith Aliens?]]<br />
<br />
== Settings ==<br />
* [[AI War:TBS-Friendly Pause|What Is TBS-Friendly Pause?]]<br />
* [[AI War:Alternate Planet Names|How Do I Use altplanetnames.txt?]]<br />
* [[AI War:Disabled AI Types|How Do I Use disabledaitypes.txt?]]<br />
<br />
== Player-Created Strategy Resources ==<br />
<br />
* [[AI War:Ships and Structures|Ships and Structures]]<br />
* [[AI War:Admiral's General Strategy In AI War|Admiral's General Strategy In AI War]]<br />
* [[AI War:Factors Affecting The Strategic Value of Systems|Factors Affecting The Strategic Value of Systems]]<br />
* [[AI War:All About Tweaking The Difficulty Level|All About Tweaking The Difficulty Level]]<br />
* [[Glossary]]<br />
<br />
* [http://www.arcengames.com/forums/index.php/topic,8598.0.html List of fleet tactics and overall strategies]<br />
* [http://www.arcengames.com/forums/index.php/topic,7514.0.html Can't even make it past the tutorial]<br />
* [http://www.arcengames.com/forums/index.php/topic,1839.0.html Tips for New Players]<br />
* [http://www.arcengames.com/forums/index.php/board,31.0.html AI War Strategy Discussion Forum]<br />
* [http://www.arcengames.com/forums/index.php/topic,11678.msg121099.html User-friendly spreadsheet comparing caps of Mark I ships]<br />
* [http://www.arcengames.com/forums/index.php?topic=13369.0 Kahuna's Guide To AI War:Find Your Inner Super Cat!]<br />
* [https://www.youtube.com/playlist?list=PLKl4H7cUmS8jXMazo8QaJgG3o2TACzhJY Temeron's Tactics 7-Hour Video Tutorial Series (From Setup To Victory)]<br />
<br />
== Release History ==<br />
Please note that there are generally prerelease beta versions available at any given time of the year, and there have been literally hundreds of those in between all of the official releases noted below.<br />
<br />
* Upcoming: [[AI War:Current Post-8.000 Beta|Current Post-8.000 Beta]]<br />
* August 18th, 2014: [[AI War:Current Post-7.000 Beta|8.000 (First Official Release Of Destroyer of Worlds)]]<br />
* June 17th, 2013: [[AI War:Current Post-6.000 Beta|7.000 (First Official Release Of Vengeance Of The Machine)]]<br />
* October 19th, 2012: [[AI War:6.000_Release|6.000 (First Official Release Of Ancient Shadows]])<br />
* January 27, 2011: [[AI War:5.000 Release|5.000 (First Official Release Of Light Of The Spire)]]<br />
* October 28, 2010: [[AI War:4.021 Release|4.021]]<br />
* October 26, 2010: [[AI War:4.000 Release|4.000 (First Official Release Of Children of Neinzul, First Unity Release)]]<br />
* May 6, 2010: [[AI War:3.120 Release|3.120]]<br />
* March 9, 2010: [[AI War:3.060 Release|3.060]]<br />
* January 12, 2010: [[AI War:3.000 Release|3.000 (First Official Release Of The Zenith Remnant)]]<br />
* October 20, 2009: [[AI War:2.000 Release|2.000 (First Release On Steam/Direct2Drive)]]<br />
* September 18, 2009: [[AI War:1.301 Release|1.301]]<br />
* September 1, 2009: [[AI War:1.201 Release|1.201]]<br />
* August 6, 2009: [[AI War:1.013 Release|1.013]]<br />
* August 1, 2009: [[AI War:1.012 Release|1.012]]<br />
* July 31, 2009: [[AI War:1.011 Release|1.011]]<br />
* July 16, 2009: [[AI War:1.010 Release|1.010]]<br />
* July 8, 2009: [[AI War:1.009 Release|1.009]]<br />
* June 29, 2009: [[AI War:1.008 Release|1.008 (First Release On GamersGate)]]<br />
* June 24, 2009: [[AI War:1.007 Release|1.007]]<br />
* June 17, 2009: [[AI War:1.006 Release|1.006]]<br />
* June 10, 2009: [[AI War:1.005 Release|1.005]]<br />
* June 1, 2009: [[AI War:1.004 Release|1.004]]<br />
* May 23, 2009: [[AI War:1.003 Release|1.003 (First Release On Impulse)]]<br />
* May 19, 2009: [[AI War:1.002 Release|1.002]]<br />
* May 14, 2009: [[AI War:1.001 Release|1.001]]<br />
* May 14, 2009: [[AI War:1.000 Release|1.000 (First Official Release)]]<br />
* May 13, 2009: [[AI War:0.940 Release|0.940 (First Public Prerelease)]]<br />
<br />
== The New System That Began In 4.0 ==<br />
Brace yourself: but the entire combat, repair, economic, and construction models have been almost completely rewritten. To the novice player these changes are subtle enough that it feels like basically the same game. To the more experienced player, these changes are a dream come true, shaving off rough edges left and right and leaving something simpler and more elegant in its place. We had a corps of 95 community members giving us feedback, after all, so there's been a lot of vetting of this from both newer and experienced players. The main benefits of these particular changes are simplicity, transparency-to-the-player, and internal accuracy in outlier situations. •As part of the new combat model, the old concept of "shields" (as distinct from "force fields") has been removed, and the random-hit-chance and range-related components of the hit chance calculations are gone. In place of this is a new, simpler, and far better [[AI War:Combat System#Armor|"armor"]] system that affects damage output instead of hit chance. •One key simplification in this new version is the removal of all the internal ship-specific damage multipliers. In their place, we now have a small number of new [[AI War:Combat System#Hull Types|"hull types"]] and ships get visible bonuses against them. This also removes the "Strong Vs and Weak Vs" display in favor of both the raw hull attack multipliers display and a new [[AI War:STATS_Button_Overview#Reference_Tab |Reference tab]] when really detailed data is needed (presumably not often). •Following on with those massive changes, every last ship in the game has been rebalanced to a heavy degree, sometimes pretty much completely <br />
<br />
<br />
<br />
*[[AI War:Combat System|Combat System Overview]]<br />
*[[AI War:Economic System|Economic System Overview]] <br />
*[[AI War:End Game|End Game - AI Home World Assault Changes]]<br />
*[[AI War:Home World| My Home World has a lot of New Structures - What do they do?]] <br />
*[[AI War:Mini-Map_Overview| The MiniMap Grows Up]]<br />
*[[AI War:STATS Button Overview|The "STATS" Button -- What is Inside?]]<br />
**[[AI War:Missions_List|What Happened To The Missions List?]]<br />
*[[AI War:CTRLS Button Overview|The "CTRLS" Button - Tame your engineers and ships.]] <br />
**[[AI War:Control Nodes| I can't find the control nodes]]<br />
<br />
* '''New Enemy Units'''<br />
* Guardians: [[AI War:Guardians|What are Guardians?]]<br />
* The Eye: [[AI War:AI Unit - The Eye |What does the AI Eye do?]]<br />
* Counterattack Guard Posts: [[AI War:AI Unit - Warp CounterAttack GP|Counterattack Guard Posts Can Launch A Wave Almost Anywhere]]<br />
* '''AI Core Planet Unique Features/Units'''<br />
*Ai Core Guardians<br />
*AI Core Guard Posts<br />
*AI Core Shield Generators <br />
<br />
<br />
*[[AI War:4.000_Release| The complete 4.00 release notes]]<br />
<br />
== Technical Support ==<br />
* [[AI War:MantisBT Overview|Bug Reporting and Suggestion Tracking using the new Mantis software]]<br />
<br />
* [http://www.arcengames.com/forums/index.php?board=3.0 Technical Support Forums]<br />
* [http://arcengames.com/forums/index.php/topic,4.0.html System Requirements]<br />
* [http://arcengames.com/forums/index.php/topic,26.0.html .NET Framework 3.5 SP1 Not Installing? ]<br />
* [http://arcengames.com/forums/index.php/topic,74.0.html Optimizing Performance In Multiplayer]<br />
* [http://arcengames.com/forums/index.php/topic,53.0.html Desync in multiplayer? Check this first.]<br />
* [http://www.arcengames.com/forums/index.php/topic,7657.0.html Trouble applying the latest patch?]<br />
* [http://arcengames.com/forums/index.php/topic,7.0.html FIREWALLS - Configure, or use VPN]<br />
* [http://arcengames.com/forums/index.php/topic,5.0.html VOICE SUPPORT - Use Skype, Teamspeak, etc.]<br />
<br />
The new navigational bar is under construction!<br />
{{AIWarRefNav}}</div>Zogheenhttps://wiki.arcengames.com/index.php?title=AI_War:AI_War&diff=28167AI War:AI War2016-05-01T17:34:15Z<p>Zogheen: </p>
<hr />
<div>AI War: Fleet Command is the flagship title of Arcen Games, first released in 2009. Up to eight players battle a pair of rampant artificial intelligences once used by warring human superpowers, in the aftermath of the AI's near complete victory over humanity. Human players must avoid the notice of AI powers while preparing for an attack against the AI homeworlds. The game takes place on a procedurally generated galaxy map with between 10 and 120 planets in a genre splicing mix of real-time strategy, 4X, and tower defence. <br />
<br />
It has six expansions: The Zenith Remnant, Children of the Neinzul, Light of the Spire, Ancient Shadows, Vengeance of the Machine, and Destroyer of Worlds, which variously include additional units, critical paths, AI types, lore, and music. The game is in ongoing development and receives regular bug fixes and balance adjustments based on community feedback. Major version updates typically coincide with new expansions and sometimes fold improvements from expansion development into the base game.<br />
<br />
AI War is known for its gameplay depth, [http://arcengames.com/designing-emergent-ai-part-1-an-introduction/ the behavior of its AI opponents], and strong ties between fans and creators.<br />
: [[AI War:More About|More About AI War]].<br />
: [[AI War:Current Post-8.000 Beta|Upcoming and latest patch-notes]].<br />
<br />
== Introduction ==<br />
* [[AI War:Fast Facts|Fast Facts: A Crash Course On AI War]]<br />
* [[AI War:Starting Out|I'm Just Starting Out -- What Should I Do?]]<br />
* [[AI War:Choosing A Difficulty Level|How Do I Know What Difficulty Level To Play On?]]<br />
** [[AI War:Choosing A Difficulty Level#Is The Difficulty Really Constant Throughout A Game Of AI War? |Is The Difficulty Really Constant Throughout A Game Of AI War? ]]<br />
* [[AI War:Choosing A Map Size|What Difference Does The Map Size Make? (Hint: Tiny Maps Are Harder)]]<br />
* [[AI War:Choosing An AI Opponent|What are suggestions for a good first AI opponent?]]<br />
* [[AI War:Prerequisites to Winning|Steps Required To Win]]<br />
* [http://www.arcengames.com/aiwar_videos.php Video Tutorials (See An Expert Play)]<br />
<br />
== General Gameplay ==<br />
* [[AI War:Getting More Ships|How Do I Get More Ships?]]<br />
* [[AI War:Using Older Ships|What Do I Do With My Older Ships?]]<br />
* [[AI War:Technologies|What Technologies Should I Unlock If I'm New?]]<br />
* [[AI War:Galaxy Map Priority Buttons|How Do I Use The Priority Buttons In The Galaxy Map?]]<br />
* [[AI War:Do Shots Miss|Do Shots Miss Sometimes?]]<br />
* [[AI War:Microing|Should I Micromanage Ships In Battle?]]<br />
* [[AI War:Ships Slowing Down|Some Of My Ships Are Extra Slow, Or Won't Move At All. Why?]]<br />
* [[AI War:Cheats|Are There Cheats In The Game?]]<br />
* [[AI War:Cheats#Maintenance Commands|What Maintenance Commands Available To Alter Existing Savegames?]]<br />
* [[AI War:Why Do Enemy Waves Get So Large%3F#How_Wave_Sizes_Are_Calculated|AI Wave Size Calculation]]<br />
* [[AI War:AI Progress#When To Worry|When Should I Be Worried About The AI Progress Getting Too High?]]<br />
* [[AI War:Minimizing Micromanagement|How Do I Minimize Micromanagement?]]<br />
* [[AI War:AI Progress#AI Only|Does The AI Progress Go Up When I Lose A Command Station?]]<br />
* [[AI War:Choosing A Difficulty Level#Like Chess, A Game Of AI War Has Three Abstract "Phases" |Like Chess, A Game Of AI War Has Three Abstract "Phases" ]]<br />
* [[AI War:Hacking|What is Hacking?]]<br />
<br />
== Multiplayer Co-Op ==<br />
* [[AI War:Multiplayer|What are the differences between solo and multiplayer?]]<br />
* [[AI War:Multiplayer#How To Manage Player Drop-In and Drop-Out In Co-Op?|How To Manage Player Drop-In and Drop-Out In Co-Op?]]<br />
<br />
== Expansions ==<br />
* [[AI War:Expansions Vs Free DLC|Expansions Vs Free DLC -- What's The Difference?]]<br />
* [[AI War:Base "Fleet Command" Game Features|What exactly are the features in the base game of AI War?]]<br />
* [[AI War:The Zenith Remnant|What exactly is added via The Zenith Remnant expansion?]]<br />
* [[AI War:Children of Neinzul|What exactly is added via the Children of Neinzul micro expansion?]]<br />
* [[AI War:Light of the Spire|What exactly is added via the Light of the Spire expansion?]]<br />
* [[AI War:Ancient Shadows|What exactly is added via the Ancient Shadows expansion?]]<br />
* [[AI War:Vengeance of the Machine|What exactly is added via the Vengeance of the Machine expansion?]]<br />
* [[AI War:Destroyer of Worlds|What exactly is added via the Destroyer of Worlds expansion?]]<br />
<br />
== Game Setup ==<br />
* [[AI War:Minor Factions|Minor Factions]]<br />
* [[AI War:AI Plots|AI Plots]]<br />
* [[AI War:AI Opponent Types|AI Type]]<br />
* [[AI War:Map Style|Map Style]]<br />
<br />
== Interface ==<br />
* Keyboard: [[AI War:Keyboard Controls|Where Are The Keyboard Controls For The Game Documented?]]<br />
* [[AI War:Flashing In Galaxy Map|What Does Flashing On The Galaxy Map Indicate?]]<br />
* [[AI War:Quick Buttons|How Do the Quick Buttons At The Bottom Of The Screen Work?]]<br />
* [[AI War:Planetary Summary|About The Planetary Summary]]<br />
* [[AI War:Zoom|Is It Possible To Zoom All The Way Out?]]<br />
* [[AI War:Minimap|Why Is Clicking The Minimap Imprecise When I Am Zoomed In?]]<br />
* [[AI War:Queuing Orders|Can I Queue Multiple Attack Orders And Movement Orders?]]<br />
* [[AI War:Gifting Ships|What Are The Rules For Gifting Ships Between Players?]]<br />
* Formation: [[AI War:Formation Movement|How To Use Formation Move]]<br />
* Formation: [[AI War:Formation Movement#Arc Movement|How To Use Arc Move]] ''Note: Not implemented in 3.7 and higher''<br />
* [[AI War:Minimizing Micromanagement|How Do I Minimize Micromanagement?]]<br />
* [[AI War:Preferred Targets|How To Use Preferred Targets To Make Up For Deficiencies In Your Ship Mix]]<br />
<br />
== Defense ==<br />
* New Counterattack Guard Posts: [[AI War:AI Unit - Warp CounterAttack GP|CounterAttack Guard Posts Can Launch A Wave Almost Anywhere]] <br />
* [[AI War:Wormhole Defense|How Do I Barricade A Wormhole?]]<br />
* Gate Raids: [[AI War:Gate Raids|How Do I Prevent Enemies From Sending Waves Against A Planet?]]<br />
* Gate Raids: [[AI War:Gate Raids#Benefits|What Does Gate Raiding Really Accomplish?]]<br />
* [[AI War:Defending Many Fronts|How Do I Defend My Ever-Expanding Fronts?]]<br />
* [[AI War:Are Turrets Useful?|Why Would I Unlock Turrets Instead Of Mobile Ships?]]<br />
* [[AI War:Securing Your Hinterland|How Do I Secure The Area Around My Planets?]]<br />
* [[AI War:Cross Planet Attacks|How Do I Prepare For Cross-Planet Attacks?]]<br />
* [[AI War:High Level AI Planets#What Is The Risk Of Not Destroying A High-Level AI Planet Next To My Home Planet?|What Is The Risk Of Not Destroying A High-Level AI Planet Next To My Home Planet?]]<br />
* [[AI War:Exo-Galaxy Wormholes|Why Is There An Exo-Galaxy Wormhole On My Home Planet?]]<br />
* [[AI War:Astro Trains#Defending Against|How Do I Defend Against Astro Trains?]]<br />
* [[AI War:Rate Of Expansion#Expanding In The Early Game|How Do I Protect Myself While Expanding In The Early Game? (Whipping Boys)]]<br />
* [[AI War:Rate Of Expansion#Keeping Ingress Points Low|How Do I Keep The Number Of Ingress Points Into My Territory Low?]]<br />
* [[AI War:Border Aggression#Defending Against Border Aggression|Defending Against Border Aggression]]<br />
<br />
== Offense ==<br />
* [[AI War:Supply|How Does Supply Work?]]<br />
* [[AI War:Beachhead|How Do I Establish A Beachhead?]]<br />
* [[AI War:Scouting Best Practices|What's The Best Way To Handle Scouting?]]<br />
* [[AI War:Reinforcements|Why Does An Enemy Planet Get Reinforcements After Its Warp Gate Is Gone?]]<br />
* [[AI War:Capturable Locations|Are The Capturable Enemy Ships Always Away From My Starting Position?]]<br />
* [[AI War:High Level AI Planets|What Is The Risk Of Taking A Planet Next To High-Level AI Planets?]]<br />
* [[AI War:Taking High-Level Planets|How Do I Take A High-Level AI Planet?]]<br />
* [[AI War:Rate Of Expansion|How Fast Should I Be Taking Planets?]]<br />
* [[AI War:Rate Of Expansion#Expanding In The Early Game|How Do I Protect Myself While Expanding In The Early Game? (Whipping Boys)]]<br />
* [[AI War:AI Reinforcements#Neutering AI Planets|Neutering AI Planets]]<br />
* [[AI War:AI Reinforcements#Creating False Alarm Distractions On AI Planets|Creating False Alarm Distractions On AI Planets]]<br />
* [[AI War:Why Not To Use FRD Mode Offensively|Why Not To Use FRD Mode Offensively]]<br />
* [[AI War:STATS_Button_Overview#Reference_Tab_Q_and_A|If I have something hard to kill like a Superfortress how can I find the best ships to kill it?]]<br />
<br />
== Economy ==<br />
* [[AI War:Getting More Knowledge|How Do I Get More Knowledge?]]<br />
* [[AI War:Resource Caps|Are There Resource Caps? What Happens When I Hit Them?]]<br />
<br />
== Ship-Specific Game Mechanics ==<br />
* Cloaking: [[AI War:Cloaking|How Does Cloaking Work?]]<br />
* Cloaking: [[AI War:Cloaking#No Auto-Attack|How Do I Prevent My Cloaked Ships From Auto-Attacking Enemies?]]<br />
* Cloaking: [[AI War:Cloaking#Cloaking Booster|How Do Cloaking Boosters Work?]]<br />
* [[AI War:Unable To Repair|Why Can't I Repair Some Ships (Such As Forts/Warheads)?]]<br />
* [[AI War:Mark V|Am I Ever Able To Build Core/Mark V Units?]]<br />
* [[AI War:Range|Why Do Some Ships (Such As The Fortress) Have Two Range Circles?]]<br />
* Radar Dampening: [[AI War:Radar Dampening|How Does Radar Dampening Work?]]<br />
* Rally Posts: [[AI War:Rally Posts|How Do Rally Posts Work?(beta)]]<br />
* Transports: [[AI War:Transports#Why Can't I Unload My Transports?|Why Can't I Unload My Transports?]]<br />
<br />
== Ship Strategies & Errata ==<br />
In an average game, the player's navy revolves around groups of [[AI_War:Ships_and_Structures#Fleet_Ships|fleet ships]] supplemented by [[AI_War:Ships_and_Structures#Starships|starship]]s and support vessels. A comprehensive ship compendium is being added, of which you can currently begin browsing by visiting the basic triangle ships: [[Fighter]]s, [[Bomber]]s, and [[Missile Frigate]]s.<br />
<br />
* Advanced Research Stations: [[AI War:Advanced Research Stations|Does Losing One Of These Matter After I've Held It Once?]]<br />
* Astro Trains: [[AI War:Astro Trains|What Do These Do?]]<br />
* Astro Trains: [[AI War:Astro Trains#Defending Against|How Do I Defend Against Astro Trains?]]<br />
* Captive Human Settlements: [[AI War:Captive Human Settlements|Do I Gain Anything From Holding These?]]<br />
* Command Posts: [[AI War:Command Posts|What Do These Do?]]<br />
* Counter-Dark-Matter Turrets: [[AI War:Counter-Dark-Matter Turrets|What Are These Good For?]]<br />
* Electric Shuttles: [[AI War:Lightning Turrets And Electric Shuttles|How Do I Effectively Attack Them?]]<br />
* Engineers: [[AI War:Engineers|How Can I Best Use These?]]<br />
* Engineers: [[AI War:Engineers#Repairs|What Restrictions Are There On When An Engineer Can Repair Another Ship?]]<br />
* Force Fields: [[AI War:Force Fields|How Do I Kill Them?]]<br />
* Force Fields: [[AI War:Force Fields#Protection Radius|How Much Of A Ship Needs To Be Covered By A Forcefield To Get Its Protection?]]<br />
* Force Fields: [[AI War:Force Fields#Mobile Force Fields|What Uses Are There For The Mobile Nature Of Force Field Generators?]]<br />
* Golems: [[AI War:Golems|What Are Golems?]]<br />
* Golems: [[AI War:Golems#Benefits And Risks Of Capturing|What Are The Benefits And Risks Of Capturing Golems?]]<br />
* Golems: [[AI War:Golems#Golem Supply|Why Is My Golem Out Of Supply?]]<br />
* Golems: [[AI War:Golems#Killing A Mining Golem|How Do I Kill A Mining Golem?]]<br />
* Golems: [[AI War:Golems#Working With A Zenith Trader|How Do I Work With A Zenith Trader?]]<br />
* Golems: [[AI War:Golems#Surviving A Zenith Devourer|How Do I Survive A Zenith Devourer?]]<br />
* Golems: [[AI War:Golems#Interacting With A Dyson Sphere|How Do I Interact With A Dyson Sphere?]]<br />
* Guard Posts: [[AI War:Guard Posts|What Do These Do?]]<br />
* Guardians: [[AI War:Guardians|What are Guardians?]]<br />
* Guardians: [[AI War:Guardians#AI Difficulty Level Effects On Guardians|How does Changing AI Difficulty Affect Guardians?]]<br />
* Guardians: [[AI War:Guardians#Types_of_Guardians|Types Of Guardians]]<br />
* Ion Cannons: [[AI War:Ion Cannons|What Do I Do About Them?]]<br />
* Lightning Turrets: [[AI War:Lightning Turrets And Electric Shuttles|How Do I Effectively Attack Them?]]<br />
* Mines: [[AI War:Mines|Are Ships Supposed To Be Able To Slip Past Mines?]]<br />
* Mines: [[AI War:Mines#Clearing Mines|How Do I Clear Enemy Mines?]]<br />
* Mines: [[AI War:Mines#Remains|What Is The Best Way To Clear The Remains Of Enemy Mines?]]<br />
* Mines: [[AI War:Mines#PermaMines|How To Kill PermaMines?]]<br />
* Missile Frigates: [[AI War:Missile Frigates|Are These Overpowered?]]<br />
* Orbital Mass Drivers: [[AI War:Orbital Mass Drivers|What Are Orbital Mass Drivers?]]<br />
* Parasites: [[AI War:Parasites|What's The Best Way To Use Them?]]<br />
* Planetary Subcommanders: [[AI War:Planetary Subcommanders|What are Planetary Subcommanders?]]<br />
* Raid Engines: [[AI War:The_Zenith_Remnant#Situational_Awareness_AI_Weapons|What Do These Do?]]<br />
* Shields: [[AI War:Shield_Damage_Reduction|What's This About Units Doing Less Damage When Protected By Forcefields?]]<br />
* Special Forces Alarm Posts: [[AI War:The_Zenith_Remnant#Situational_Awareness_AI_Weapons|What Do These Do?]]<br />
* Special Forces Guard Posts: [[AI War:Special Forces Guard Posts|What Do These Do?]]<br />
* Special Forces Guard Posts: [[AI War:Special Forces Guard Posts#How To Destroy?|How Do I Destroy Them?]]<br />
* Spiders And Weak Ships: [[AI War:Spiders And Weak Ships|What Are These(And Other Weaker Ships) Good For?]]<br />
* Starships: [[AI War:Starships|How Do I Best Use Them?]]<br />
* Starships: [[AI War:Starships#Scout Starships|What Are Scout Starships Good For?]]<br />
* Starships: [[AI War:Starships#Riot Starships|How Do I Use Riot Starships?]]<br />
* SuperFortresses: [[AI War:SuperFortresses|What Do I Do About Them?]]<br />
* Tachyon Beams: [[AI War:Tachyon Beams|Why Do Yellow Beams Come Out Of Nowhere And Hit My Ships?]]<br />
* The Eye: [[AI War:AI Unit - The Eye |What does the AI Eye do?]]<br />
* Warheads: [[AI War:Missiles|How Do I Get EMPs, Nukes, And Other Warheads?]]<br />
* Warheads: [[AI War:Missiles#Nukes|How Do I Use Nukes?]]<br />
* Warheads: [[AI War:Missiles#EMPs|How Do I Use EMPs?]]<br />
* Warheads: [[AI War:Missiles#Lightning Warheads|How Do I Use Lightning Warheads?]]<br />
* Warheads: [[AI War:Missiles#Armored Warheads|How Do I Use Armored Warheads?]]<br />
* Warp Gates: [[AI War:Gate Raids#Warp Gates|How Does A Warp Gate Work?]]<br />
<br />
== AI ==<br />
* AI Story: [[AI War:AI Story|How Does The AI Think?]]<br />
* AI Story: [[AI War:AI Story#What Does AI Progress Really Represent?|What Does AI Progress Really Represent?]]<br />
* AI Story: [[AI War:AI Story#Why Does The AI Progress Go Up When The AI Destroys Key Structures Of Mine?|Why Does The AI Progress Go Up When The AI Destroys Key Structures Of Mine?]]<br />
* AI Tech: [[AI War:AI Techs|At What AI Progress Does The AI Tech Level Increase?]]<br />
* AI Tech: [[AI War:AI Techs#Tech Display By AI Progress|What Does The Roman Numeral In Parentheses Next To The AI Progress Mean?]]<br />
* AI Tech: [[AI War:AI Techs#Bonus Ship Types For AI|What Bonus Ship Types Does The AI Get?]]<br />
* AI Ship Behaviors: [[AI War:AI Ships|What Are The General Behaviors That AI Ships Can Have?]]<br />
* AI Reinforcements: [[AI War:AI Reinforcements|How Do Basic AI Reinforcements Work?]]<br />
* AI Reinforcements: [[AI War:AI Reinforcements#AI Alert Level|What Causes An AI Planet To Go On Alert?]]<br />
* AI Reinforcements: [[AI War:AI Reinforcements#AI Alert Level|How Does The AI Alert Level Affect Where The AI Reinforces?]]<br />
* AI Reinforcements: [[AI War:AI Reinforcements#How Do AI Reinforcements Work At An Individual Planet?|How Do AI Reinforcements Work At An Individual Planet?]]<br />
* AI Reinforcements: [[AI War:AI Reinforcements#How Do Reinforcements Work After All The Planets "Fill Up?"|How Do Reinforcements Work After All The Planets "Fill Up?"]]<br />
* AI Waves: [[AI War:Why_Do_Enemy_Waves_Get_So_Large%3F#How_Wave_Sizes_Are_Calculated|How Are Wave Sizes Calculated?]]<br />
* AI Progress: [[AI War:AI Progress Strategy|What Happens If The AI Progress Is Lowered After Passing A Tech-Up Threshold?]]<br />
* AI Progress: [[AI War:AI Progress Strategy#When To Worry|When Should I Be Worried About The AI Progress Getting Too High?]]<br />
* AI Progress: [[AI War:AI Progress Strategy#What Causes AI Progress Changes?|What Causes AI Progress Changes?]]<br />
* AI Progress: [[AI War:AI Progress Strategy#AI Only|Does The AI Progress Go Up When I Lose A Command Station?]]<br />
* Cross-Planet Attacks: [[AI War:Cross_Planet_Attacks#How Do Cross-Planet Attacks Work?|How Do Cross-Planet Attacks Work?]]<br />
* Border Aggression: [[AI War:Border Aggression|How Does Border Aggression Work?]]<br />
* AI Design: [[AI War:AI Design|What Makes The Design Of This AI Unique From An Under-The-Hood Perspective?]]<br />
* Exogalactic Strikeforces: [[AI War:How Exogalactic Strikeforces Work|How Do Exogalactic Strikeforces Work?]]<br />
<br />
== Higher Difficulties Only ==<br />
* [[AI War:Resource Defense|How Do I Defend Against The AI Destroying All My Resources?]]<br />
* [[AI War:No Warning On Waves?|Why Are Waves Coming In Without Warning?]]<br />
* [[AI War:Keeping Astro Trains Away|How Do I Keep Astro Trains Off My Planets?]]<br />
* [[AI War:Why Do Enemy Waves Get So Large?|Why Do The Enemy Waves Get So Large So Fast?]]<br />
<br />
== Design Philosophy ==<br />
* [[AI War:Design Complexity|Why The Complex Interrelation Of Ship Damage Mechanisms?]]<br />
* [[AI War:Design Complexity#Why Does The Game Force Variety On The Player? |Why Does The Game Force Variety On The Player? ]]<br />
* [[AI War:Micromanagement|Why Doesn't The Game Automate Scouting or Reactor Management?]]<br />
* [[AI War:Micromanagement#Why The Emphasis On Taking Many Planets?|Why The Emphasis On Taking Many Planets?]]<br />
* [[AI War:Lack Of Ship Upgrades|Why Are Ships Not Upgradeable?]]<br />
* [[AI War:AI Design|What Makes The Design Of This AI Unique From An Under-The-Hood Perspective?]]<br />
* [[AI War:Minimizing Micromanagement|How Does The Game Minimize Micromanagement?]]<br />
* [[AI War:Controlling The Tempo|Why Does The Human Player Always Have The "Tempo?"]]<br />
<br />
== Story ==<br />
* [[AI War:Overall Mission|What Is My Overall Mission?]]<br />
* [[AI War:AI Story|How Does The AI Think?]]<br />
* [[AI War:Zenith Aliens|Who Are The Zenith Aliens?]]<br />
<br />
== Settings ==<br />
* [[AI War:TBS-Friendly Pause|What Is TBS-Friendly Pause?]]<br />
* [[AI War:Alternate Planet Names|How Do I Use altplanetnames.txt?]]<br />
* [[AI War:Disabled AI Types|How Do I Use disabledaitypes.txt?]]<br />
<br />
== Player-Created Strategy Resources ==<br />
* [[AI War:Ships and Structures|Ships and Structures]]<br />
* [[AI War:Admiral's General Strategy In AI War|Admiral's General Strategy In AI War]]<br />
* [[AI War:Factors Affecting The Strategic Value of Systems|Factors Affecting The Strategic Value of Systems]]<br />
* [[AI War:All About Tweaking The Difficulty Level|All About Tweaking The Difficulty Level]]<br />
* [[Glossary]]<br />
<br />
* [http://www.arcengames.com/forums/index.php/topic,8598.0.html List of fleet tactics and overall strategies]<br />
* [http://www.arcengames.com/forums/index.php/topic,7514.0.html Can't even make it past the tutorial]<br />
* [http://www.arcengames.com/forums/index.php/topic,1839.0.html Tips for New Players]<br />
* [http://www.arcengames.com/forums/index.php/board,31.0.html AI War Strategy Discussion Forum]<br />
* [http://www.arcengames.com/forums/index.php/topic,11678.msg121099.html User-friendly spreadsheet comparing caps of Mark I ships]<br />
* [http://www.arcengames.com/forums/index.php?topic=13369.0 Kahuna's Guide To AI War:Find Your Inner Super Cat!]<br />
<br />
== Release History ==<br />
Please note that there are generally prerelease beta versions available at any given time of the year, and there have been literally hundreds of those in between all of the official releases noted below.<br />
<br />
* Upcoming: [[AI War:Current Post-8.000 Beta|Current Post-8.000 Beta]]<br />
* August 18th, 2014: [[AI War:Current Post-7.000 Beta|8.000 (First Official Release Of Destroyer of Worlds)]]<br />
* June 17th, 2013: [[AI War:Current Post-6.000 Beta|7.000 (First Official Release Of Vengeance Of The Machine)]]<br />
* October 19th, 2012: [[AI War:6.000_Release|6.000 (First Official Release Of Ancient Shadows]])<br />
* January 27, 2011: [[AI War:5.000 Release|5.000 (First Official Release Of Light Of The Spire)]]<br />
* October 28, 2010: [[AI War:4.021 Release|4.021]]<br />
* October 26, 2010: [[AI War:4.000 Release|4.000 (First Official Release Of Children of Neinzul, First Unity Release)]]<br />
* May 6, 2010: [[AI War:3.120 Release|3.120]]<br />
* March 9, 2010: [[AI War:3.060 Release|3.060]]<br />
* January 12, 2010: [[AI War:3.000 Release|3.000 (First Official Release Of The Zenith Remnant)]]<br />
* October 20, 2009: [[AI War:2.000 Release|2.000 (First Release On Steam/Direct2Drive)]]<br />
* September 18, 2009: [[AI War:1.301 Release|1.301]]<br />
* September 1, 2009: [[AI War:1.201 Release|1.201]]<br />
* August 6, 2009: [[AI War:1.013 Release|1.013]]<br />
* August 1, 2009: [[AI War:1.012 Release|1.012]]<br />
* July 31, 2009: [[AI War:1.011 Release|1.011]]<br />
* July 16, 2009: [[AI War:1.010 Release|1.010]]<br />
* July 8, 2009: [[AI War:1.009 Release|1.009]]<br />
* June 29, 2009: [[AI War:1.008 Release|1.008 (First Release On GamersGate)]]<br />
* June 24, 2009: [[AI War:1.007 Release|1.007]]<br />
* June 17, 2009: [[AI War:1.006 Release|1.006]]<br />
* June 10, 2009: [[AI War:1.005 Release|1.005]]<br />
* June 1, 2009: [[AI War:1.004 Release|1.004]]<br />
* May 23, 2009: [[AI War:1.003 Release|1.003 (First Release On Impulse)]]<br />
* May 19, 2009: [[AI War:1.002 Release|1.002]]<br />
* May 14, 2009: [[AI War:1.001 Release|1.001]]<br />
* May 14, 2009: [[AI War:1.000 Release|1.000 (First Official Release)]]<br />
* May 13, 2009: [[AI War:0.940 Release|0.940 (First Public Prerelease)]]<br />
<br />
== The New System That Began In 4.0 ==<br />
Brace yourself: but the entire combat, repair, economic, and construction models have been almost completely rewritten. To the novice player these changes are subtle enough that it feels like basically the same game. To the more experienced player, these changes are a dream come true, shaving off rough edges left and right and leaving something simpler and more elegant in its place. We had a corps of 95 community members giving us feedback, after all, so there's been a lot of vetting of this from both newer and experienced players. The main benefits of these particular changes are simplicity, transparency-to-the-player, and internal accuracy in outlier situations. •As part of the new combat model, the old concept of "shields" (as distinct from "force fields") has been removed, and the random-hit-chance and range-related components of the hit chance calculations are gone. In place of this is a new, simpler, and far better [[AI War:Combat System#Armor|"armor"]] system that affects damage output instead of hit chance. •One key simplification in this new version is the removal of all the internal ship-specific damage multipliers. In their place, we now have a small number of new [[AI War:Combat System#Hull Types|"hull types"]] and ships get visible bonuses against them. This also removes the "Strong Vs and Weak Vs" display in favor of both the raw hull attack multipliers display and a new [[AI War:STATS_Button_Overview#Reference_Tab |Reference tab]] when really detailed data is needed (presumably not often). •Following on with those massive changes, every last ship in the game has been rebalanced to a heavy degree, sometimes pretty much completely <br />
<br />
<br />
<br />
*[[AI War:Combat System|Combat System Overview]]<br />
*[[AI War:Economic System|Economic System Overview]] <br />
*[[AI War:End Game|End Game - AI Home World Assault Changes]]<br />
*[[AI War:Home World| My Home World has a lot of New Structures - What do they do?]] <br />
*[[AI War:Mini-Map_Overview| The MiniMap Grows Up]]<br />
*[[AI War:STATS Button Overview|The "STATS" Button -- What is Inside?]]<br />
**[[AI War:Missions_List|What Happened To The Missions List?]]<br />
*[[AI War:CTRLS Button Overview|The "CTRLS" Button - Tame your engineers and ships.]] <br />
**[[AI War:Control Nodes| I can't find the control nodes]]<br />
<br />
* '''New Enemy Units'''<br />
* Guardians: [[AI War:Guardians|What are Guardians?]]<br />
* The Eye: [[AI War:AI Unit - The Eye |What does the AI Eye do?]]<br />
* Counterattack Guard Posts: [[AI War:AI Unit - Warp CounterAttack GP|Counterattack Guard Posts Can Launch A Wave Almost Anywhere]]<br />
* '''AI Core Planet Unique Features/Units'''<br />
*Ai Core Guardians<br />
*AI Core Guard Posts<br />
*AI Core Shield Generators <br />
<br />
<br />
*[[AI War:4.000_Release| The complete 4.00 release notes]]<br />
<br />
== Technical Support ==<br />
* [[AI War:MantisBT Overview|Bug Reporting and Suggestion Tracking using the new Mantis software]]<br />
<br />
* [http://www.arcengames.com/forums/index.php?board=3.0 Technical Support Forums]<br />
* [http://arcengames.com/forums/index.php/topic,4.0.html System Requirements]<br />
* [http://arcengames.com/forums/index.php/topic,26.0.html .NET Framework 3.5 SP1 Not Installing? ]<br />
* [http://arcengames.com/forums/index.php/topic,74.0.html Optimizing Performance In Multiplayer]<br />
* [http://arcengames.com/forums/index.php/topic,53.0.html Desync in multiplayer? Check this first.]<br />
* [http://www.arcengames.com/forums/index.php/topic,7657.0.html Trouble applying the latest patch?]<br />
* [http://arcengames.com/forums/index.php/topic,7.0.html FIREWALLS - Configure, or use VPN]<br />
* [http://arcengames.com/forums/index.php/topic,5.0.html VOICE SUPPORT - Use Skype, Teamspeak, etc.]<br />
<br />
The new navigational bar is under construction!<br />
{{AIWarRefNav}}</div>Zogheenhttps://wiki.arcengames.com/index.php?title=AI_War:AI_War&diff=28166AI War:AI War2016-05-01T17:34:06Z<p>Zogheen: </p>
<hr />
<div>Test<br />
<br />
AI War: Fleet Command is the flagship title of Arcen Games, first released in 2009. Up to eight players battle a pair of rampant artificial intelligences once used by warring human superpowers, in the aftermath of the AI's near complete victory over humanity. Human players must avoid the notice of AI powers while preparing for an attack against the AI homeworlds. The game takes place on a procedurally generated galaxy map with between 10 and 120 planets in a genre splicing mix of real-time strategy, 4X, and tower defence. <br />
<br />
It has six expansions: The Zenith Remnant, Children of the Neinzul, Light of the Spire, Ancient Shadows, Vengeance of the Machine, and Destroyer of Worlds, which variously include additional units, critical paths, AI types, lore, and music. The game is in ongoing development and receives regular bug fixes and balance adjustments based on community feedback. Major version updates typically coincide with new expansions and sometimes fold improvements from expansion development into the base game.<br />
<br />
AI War is known for its gameplay depth, [http://arcengames.com/designing-emergent-ai-part-1-an-introduction/ the behavior of its AI opponents], and strong ties between fans and creators.<br />
: [[AI War:More About|More About AI War]].<br />
: [[AI War:Current Post-8.000 Beta|Upcoming and latest patch-notes]].<br />
<br />
== Introduction ==<br />
* [[AI War:Fast Facts|Fast Facts: A Crash Course On AI War]]<br />
* [[AI War:Starting Out|I'm Just Starting Out -- What Should I Do?]]<br />
* [[AI War:Choosing A Difficulty Level|How Do I Know What Difficulty Level To Play On?]]<br />
** [[AI War:Choosing A Difficulty Level#Is The Difficulty Really Constant Throughout A Game Of AI War? |Is The Difficulty Really Constant Throughout A Game Of AI War? ]]<br />
* [[AI War:Choosing A Map Size|What Difference Does The Map Size Make? (Hint: Tiny Maps Are Harder)]]<br />
* [[AI War:Choosing An AI Opponent|What are suggestions for a good first AI opponent?]]<br />
* [[AI War:Prerequisites to Winning|Steps Required To Win]]<br />
* [http://www.arcengames.com/aiwar_videos.php Video Tutorials (See An Expert Play)]<br />
<br />
== General Gameplay ==<br />
* [[AI War:Getting More Ships|How Do I Get More Ships?]]<br />
* [[AI War:Using Older Ships|What Do I Do With My Older Ships?]]<br />
* [[AI War:Technologies|What Technologies Should I Unlock If I'm New?]]<br />
* [[AI War:Galaxy Map Priority Buttons|How Do I Use The Priority Buttons In The Galaxy Map?]]<br />
* [[AI War:Do Shots Miss|Do Shots Miss Sometimes?]]<br />
* [[AI War:Microing|Should I Micromanage Ships In Battle?]]<br />
* [[AI War:Ships Slowing Down|Some Of My Ships Are Extra Slow, Or Won't Move At All. Why?]]<br />
* [[AI War:Cheats|Are There Cheats In The Game?]]<br />
* [[AI War:Cheats#Maintenance Commands|What Maintenance Commands Available To Alter Existing Savegames?]]<br />
* [[AI War:Why Do Enemy Waves Get So Large%3F#How_Wave_Sizes_Are_Calculated|AI Wave Size Calculation]]<br />
* [[AI War:AI Progress#When To Worry|When Should I Be Worried About The AI Progress Getting Too High?]]<br />
* [[AI War:Minimizing Micromanagement|How Do I Minimize Micromanagement?]]<br />
* [[AI War:AI Progress#AI Only|Does The AI Progress Go Up When I Lose A Command Station?]]<br />
* [[AI War:Choosing A Difficulty Level#Like Chess, A Game Of AI War Has Three Abstract "Phases" |Like Chess, A Game Of AI War Has Three Abstract "Phases" ]]<br />
* [[AI War:Hacking|What is Hacking?]]<br />
<br />
== Multiplayer Co-Op ==<br />
* [[AI War:Multiplayer|What are the differences between solo and multiplayer?]]<br />
* [[AI War:Multiplayer#How To Manage Player Drop-In and Drop-Out In Co-Op?|How To Manage Player Drop-In and Drop-Out In Co-Op?]]<br />
<br />
== Expansions ==<br />
* [[AI War:Expansions Vs Free DLC|Expansions Vs Free DLC -- What's The Difference?]]<br />
* [[AI War:Base "Fleet Command" Game Features|What exactly are the features in the base game of AI War?]]<br />
* [[AI War:The Zenith Remnant|What exactly is added via The Zenith Remnant expansion?]]<br />
* [[AI War:Children of Neinzul|What exactly is added via the Children of Neinzul micro expansion?]]<br />
* [[AI War:Light of the Spire|What exactly is added via the Light of the Spire expansion?]]<br />
* [[AI War:Ancient Shadows|What exactly is added via the Ancient Shadows expansion?]]<br />
* [[AI War:Vengeance of the Machine|What exactly is added via the Vengeance of the Machine expansion?]]<br />
* [[AI War:Destroyer of Worlds|What exactly is added via the Destroyer of Worlds expansion?]]<br />
<br />
== Game Setup ==<br />
* [[AI War:Minor Factions|Minor Factions]]<br />
* [[AI War:AI Plots|AI Plots]]<br />
* [[AI War:AI Opponent Types|AI Type]]<br />
* [[AI War:Map Style|Map Style]]<br />
<br />
== Interface ==<br />
* Keyboard: [[AI War:Keyboard Controls|Where Are The Keyboard Controls For The Game Documented?]]<br />
* [[AI War:Flashing In Galaxy Map|What Does Flashing On The Galaxy Map Indicate?]]<br />
* [[AI War:Quick Buttons|How Do the Quick Buttons At The Bottom Of The Screen Work?]]<br />
* [[AI War:Planetary Summary|About The Planetary Summary]]<br />
* [[AI War:Zoom|Is It Possible To Zoom All The Way Out?]]<br />
* [[AI War:Minimap|Why Is Clicking The Minimap Imprecise When I Am Zoomed In?]]<br />
* [[AI War:Queuing Orders|Can I Queue Multiple Attack Orders And Movement Orders?]]<br />
* [[AI War:Gifting Ships|What Are The Rules For Gifting Ships Between Players?]]<br />
* Formation: [[AI War:Formation Movement|How To Use Formation Move]]<br />
* Formation: [[AI War:Formation Movement#Arc Movement|How To Use Arc Move]] ''Note: Not implemented in 3.7 and higher''<br />
* [[AI War:Minimizing Micromanagement|How Do I Minimize Micromanagement?]]<br />
* [[AI War:Preferred Targets|How To Use Preferred Targets To Make Up For Deficiencies In Your Ship Mix]]<br />
<br />
== Defense ==<br />
* New Counterattack Guard Posts: [[AI War:AI Unit - Warp CounterAttack GP|CounterAttack Guard Posts Can Launch A Wave Almost Anywhere]] <br />
* [[AI War:Wormhole Defense|How Do I Barricade A Wormhole?]]<br />
* Gate Raids: [[AI War:Gate Raids|How Do I Prevent Enemies From Sending Waves Against A Planet?]]<br />
* Gate Raids: [[AI War:Gate Raids#Benefits|What Does Gate Raiding Really Accomplish?]]<br />
* [[AI War:Defending Many Fronts|How Do I Defend My Ever-Expanding Fronts?]]<br />
* [[AI War:Are Turrets Useful?|Why Would I Unlock Turrets Instead Of Mobile Ships?]]<br />
* [[AI War:Securing Your Hinterland|How Do I Secure The Area Around My Planets?]]<br />
* [[AI War:Cross Planet Attacks|How Do I Prepare For Cross-Planet Attacks?]]<br />
* [[AI War:High Level AI Planets#What Is The Risk Of Not Destroying A High-Level AI Planet Next To My Home Planet?|What Is The Risk Of Not Destroying A High-Level AI Planet Next To My Home Planet?]]<br />
* [[AI War:Exo-Galaxy Wormholes|Why Is There An Exo-Galaxy Wormhole On My Home Planet?]]<br />
* [[AI War:Astro Trains#Defending Against|How Do I Defend Against Astro Trains?]]<br />
* [[AI War:Rate Of Expansion#Expanding In The Early Game|How Do I Protect Myself While Expanding In The Early Game? (Whipping Boys)]]<br />
* [[AI War:Rate Of Expansion#Keeping Ingress Points Low|How Do I Keep The Number Of Ingress Points Into My Territory Low?]]<br />
* [[AI War:Border Aggression#Defending Against Border Aggression|Defending Against Border Aggression]]<br />
<br />
== Offense ==<br />
* [[AI War:Supply|How Does Supply Work?]]<br />
* [[AI War:Beachhead|How Do I Establish A Beachhead?]]<br />
* [[AI War:Scouting Best Practices|What's The Best Way To Handle Scouting?]]<br />
* [[AI War:Reinforcements|Why Does An Enemy Planet Get Reinforcements After Its Warp Gate Is Gone?]]<br />
* [[AI War:Capturable Locations|Are The Capturable Enemy Ships Always Away From My Starting Position?]]<br />
* [[AI War:High Level AI Planets|What Is The Risk Of Taking A Planet Next To High-Level AI Planets?]]<br />
* [[AI War:Taking High-Level Planets|How Do I Take A High-Level AI Planet?]]<br />
* [[AI War:Rate Of Expansion|How Fast Should I Be Taking Planets?]]<br />
* [[AI War:Rate Of Expansion#Expanding In The Early Game|How Do I Protect Myself While Expanding In The Early Game? (Whipping Boys)]]<br />
* [[AI War:AI Reinforcements#Neutering AI Planets|Neutering AI Planets]]<br />
* [[AI War:AI Reinforcements#Creating False Alarm Distractions On AI Planets|Creating False Alarm Distractions On AI Planets]]<br />
* [[AI War:Why Not To Use FRD Mode Offensively|Why Not To Use FRD Mode Offensively]]<br />
* [[AI War:STATS_Button_Overview#Reference_Tab_Q_and_A|If I have something hard to kill like a Superfortress how can I find the best ships to kill it?]]<br />
<br />
== Economy ==<br />
* [[AI War:Getting More Knowledge|How Do I Get More Knowledge?]]<br />
* [[AI War:Resource Caps|Are There Resource Caps? What Happens When I Hit Them?]]<br />
<br />
== Ship-Specific Game Mechanics ==<br />
* Cloaking: [[AI War:Cloaking|How Does Cloaking Work?]]<br />
* Cloaking: [[AI War:Cloaking#No Auto-Attack|How Do I Prevent My Cloaked Ships From Auto-Attacking Enemies?]]<br />
* Cloaking: [[AI War:Cloaking#Cloaking Booster|How Do Cloaking Boosters Work?]]<br />
* [[AI War:Unable To Repair|Why Can't I Repair Some Ships (Such As Forts/Warheads)?]]<br />
* [[AI War:Mark V|Am I Ever Able To Build Core/Mark V Units?]]<br />
* [[AI War:Range|Why Do Some Ships (Such As The Fortress) Have Two Range Circles?]]<br />
* Radar Dampening: [[AI War:Radar Dampening|How Does Radar Dampening Work?]]<br />
* Rally Posts: [[AI War:Rally Posts|How Do Rally Posts Work?(beta)]]<br />
* Transports: [[AI War:Transports#Why Can't I Unload My Transports?|Why Can't I Unload My Transports?]]<br />
<br />
== Ship Strategies & Errata ==<br />
In an average game, the player's navy revolves around groups of [[AI_War:Ships_and_Structures#Fleet_Ships|fleet ships]] supplemented by [[AI_War:Ships_and_Structures#Starships|starship]]s and support vessels. A comprehensive ship compendium is being added, of which you can currently begin browsing by visiting the basic triangle ships: [[Fighter]]s, [[Bomber]]s, and [[Missile Frigate]]s.<br />
<br />
* Advanced Research Stations: [[AI War:Advanced Research Stations|Does Losing One Of These Matter After I've Held It Once?]]<br />
* Astro Trains: [[AI War:Astro Trains|What Do These Do?]]<br />
* Astro Trains: [[AI War:Astro Trains#Defending Against|How Do I Defend Against Astro Trains?]]<br />
* Captive Human Settlements: [[AI War:Captive Human Settlements|Do I Gain Anything From Holding These?]]<br />
* Command Posts: [[AI War:Command Posts|What Do These Do?]]<br />
* Counter-Dark-Matter Turrets: [[AI War:Counter-Dark-Matter Turrets|What Are These Good For?]]<br />
* Electric Shuttles: [[AI War:Lightning Turrets And Electric Shuttles|How Do I Effectively Attack Them?]]<br />
* Engineers: [[AI War:Engineers|How Can I Best Use These?]]<br />
* Engineers: [[AI War:Engineers#Repairs|What Restrictions Are There On When An Engineer Can Repair Another Ship?]]<br />
* Force Fields: [[AI War:Force Fields|How Do I Kill Them?]]<br />
* Force Fields: [[AI War:Force Fields#Protection Radius|How Much Of A Ship Needs To Be Covered By A Forcefield To Get Its Protection?]]<br />
* Force Fields: [[AI War:Force Fields#Mobile Force Fields|What Uses Are There For The Mobile Nature Of Force Field Generators?]]<br />
* Golems: [[AI War:Golems|What Are Golems?]]<br />
* Golems: [[AI War:Golems#Benefits And Risks Of Capturing|What Are The Benefits And Risks Of Capturing Golems?]]<br />
* Golems: [[AI War:Golems#Golem Supply|Why Is My Golem Out Of Supply?]]<br />
* Golems: [[AI War:Golems#Killing A Mining Golem|How Do I Kill A Mining Golem?]]<br />
* Golems: [[AI War:Golems#Working With A Zenith Trader|How Do I Work With A Zenith Trader?]]<br />
* Golems: [[AI War:Golems#Surviving A Zenith Devourer|How Do I Survive A Zenith Devourer?]]<br />
* Golems: [[AI War:Golems#Interacting With A Dyson Sphere|How Do I Interact With A Dyson Sphere?]]<br />
* Guard Posts: [[AI War:Guard Posts|What Do These Do?]]<br />
* Guardians: [[AI War:Guardians|What are Guardians?]]<br />
* Guardians: [[AI War:Guardians#AI Difficulty Level Effects On Guardians|How does Changing AI Difficulty Affect Guardians?]]<br />
* Guardians: [[AI War:Guardians#Types_of_Guardians|Types Of Guardians]]<br />
* Ion Cannons: [[AI War:Ion Cannons|What Do I Do About Them?]]<br />
* Lightning Turrets: [[AI War:Lightning Turrets And Electric Shuttles|How Do I Effectively Attack Them?]]<br />
* Mines: [[AI War:Mines|Are Ships Supposed To Be Able To Slip Past Mines?]]<br />
* Mines: [[AI War:Mines#Clearing Mines|How Do I Clear Enemy Mines?]]<br />
* Mines: [[AI War:Mines#Remains|What Is The Best Way To Clear The Remains Of Enemy Mines?]]<br />
* Mines: [[AI War:Mines#PermaMines|How To Kill PermaMines?]]<br />
* Missile Frigates: [[AI War:Missile Frigates|Are These Overpowered?]]<br />
* Orbital Mass Drivers: [[AI War:Orbital Mass Drivers|What Are Orbital Mass Drivers?]]<br />
* Parasites: [[AI War:Parasites|What's The Best Way To Use Them?]]<br />
* Planetary Subcommanders: [[AI War:Planetary Subcommanders|What are Planetary Subcommanders?]]<br />
* Raid Engines: [[AI War:The_Zenith_Remnant#Situational_Awareness_AI_Weapons|What Do These Do?]]<br />
* Shields: [[AI War:Shield_Damage_Reduction|What's This About Units Doing Less Damage When Protected By Forcefields?]]<br />
* Special Forces Alarm Posts: [[AI War:The_Zenith_Remnant#Situational_Awareness_AI_Weapons|What Do These Do?]]<br />
* Special Forces Guard Posts: [[AI War:Special Forces Guard Posts|What Do These Do?]]<br />
* Special Forces Guard Posts: [[AI War:Special Forces Guard Posts#How To Destroy?|How Do I Destroy Them?]]<br />
* Spiders And Weak Ships: [[AI War:Spiders And Weak Ships|What Are These(And Other Weaker Ships) Good For?]]<br />
* Starships: [[AI War:Starships|How Do I Best Use Them?]]<br />
* Starships: [[AI War:Starships#Scout Starships|What Are Scout Starships Good For?]]<br />
* Starships: [[AI War:Starships#Riot Starships|How Do I Use Riot Starships?]]<br />
* SuperFortresses: [[AI War:SuperFortresses|What Do I Do About Them?]]<br />
* Tachyon Beams: [[AI War:Tachyon Beams|Why Do Yellow Beams Come Out Of Nowhere And Hit My Ships?]]<br />
* The Eye: [[AI War:AI Unit - The Eye |What does the AI Eye do?]]<br />
* Warheads: [[AI War:Missiles|How Do I Get EMPs, Nukes, And Other Warheads?]]<br />
* Warheads: [[AI War:Missiles#Nukes|How Do I Use Nukes?]]<br />
* Warheads: [[AI War:Missiles#EMPs|How Do I Use EMPs?]]<br />
* Warheads: [[AI War:Missiles#Lightning Warheads|How Do I Use Lightning Warheads?]]<br />
* Warheads: [[AI War:Missiles#Armored Warheads|How Do I Use Armored Warheads?]]<br />
* Warp Gates: [[AI War:Gate Raids#Warp Gates|How Does A Warp Gate Work?]]<br />
<br />
== AI ==<br />
* AI Story: [[AI War:AI Story|How Does The AI Think?]]<br />
* AI Story: [[AI War:AI Story#What Does AI Progress Really Represent?|What Does AI Progress Really Represent?]]<br />
* AI Story: [[AI War:AI Story#Why Does The AI Progress Go Up When The AI Destroys Key Structures Of Mine?|Why Does The AI Progress Go Up When The AI Destroys Key Structures Of Mine?]]<br />
* AI Tech: [[AI War:AI Techs|At What AI Progress Does The AI Tech Level Increase?]]<br />
* AI Tech: [[AI War:AI Techs#Tech Display By AI Progress|What Does The Roman Numeral In Parentheses Next To The AI Progress Mean?]]<br />
* AI Tech: [[AI War:AI Techs#Bonus Ship Types For AI|What Bonus Ship Types Does The AI Get?]]<br />
* AI Ship Behaviors: [[AI War:AI Ships|What Are The General Behaviors That AI Ships Can Have?]]<br />
* AI Reinforcements: [[AI War:AI Reinforcements|How Do Basic AI Reinforcements Work?]]<br />
* AI Reinforcements: [[AI War:AI Reinforcements#AI Alert Level|What Causes An AI Planet To Go On Alert?]]<br />
* AI Reinforcements: [[AI War:AI Reinforcements#AI Alert Level|How Does The AI Alert Level Affect Where The AI Reinforces?]]<br />
* AI Reinforcements: [[AI War:AI Reinforcements#How Do AI Reinforcements Work At An Individual Planet?|How Do AI Reinforcements Work At An Individual Planet?]]<br />
* AI Reinforcements: [[AI War:AI Reinforcements#How Do Reinforcements Work After All The Planets "Fill Up?"|How Do Reinforcements Work After All The Planets "Fill Up?"]]<br />
* AI Waves: [[AI War:Why_Do_Enemy_Waves_Get_So_Large%3F#How_Wave_Sizes_Are_Calculated|How Are Wave Sizes Calculated?]]<br />
* AI Progress: [[AI War:AI Progress Strategy|What Happens If The AI Progress Is Lowered After Passing A Tech-Up Threshold?]]<br />
* AI Progress: [[AI War:AI Progress Strategy#When To Worry|When Should I Be Worried About The AI Progress Getting Too High?]]<br />
* AI Progress: [[AI War:AI Progress Strategy#What Causes AI Progress Changes?|What Causes AI Progress Changes?]]<br />
* AI Progress: [[AI War:AI Progress Strategy#AI Only|Does The AI Progress Go Up When I Lose A Command Station?]]<br />
* Cross-Planet Attacks: [[AI War:Cross_Planet_Attacks#How Do Cross-Planet Attacks Work?|How Do Cross-Planet Attacks Work?]]<br />
* Border Aggression: [[AI War:Border Aggression|How Does Border Aggression Work?]]<br />
* AI Design: [[AI War:AI Design|What Makes The Design Of This AI Unique From An Under-The-Hood Perspective?]]<br />
* Exogalactic Strikeforces: [[AI War:How Exogalactic Strikeforces Work|How Do Exogalactic Strikeforces Work?]]<br />
<br />
== Higher Difficulties Only ==<br />
* [[AI War:Resource Defense|How Do I Defend Against The AI Destroying All My Resources?]]<br />
* [[AI War:No Warning On Waves?|Why Are Waves Coming In Without Warning?]]<br />
* [[AI War:Keeping Astro Trains Away|How Do I Keep Astro Trains Off My Planets?]]<br />
* [[AI War:Why Do Enemy Waves Get So Large?|Why Do The Enemy Waves Get So Large So Fast?]]<br />
<br />
== Design Philosophy ==<br />
* [[AI War:Design Complexity|Why The Complex Interrelation Of Ship Damage Mechanisms?]]<br />
* [[AI War:Design Complexity#Why Does The Game Force Variety On The Player? |Why Does The Game Force Variety On The Player? ]]<br />
* [[AI War:Micromanagement|Why Doesn't The Game Automate Scouting or Reactor Management?]]<br />
* [[AI War:Micromanagement#Why The Emphasis On Taking Many Planets?|Why The Emphasis On Taking Many Planets?]]<br />
* [[AI War:Lack Of Ship Upgrades|Why Are Ships Not Upgradeable?]]<br />
* [[AI War:AI Design|What Makes The Design Of This AI Unique From An Under-The-Hood Perspective?]]<br />
* [[AI War:Minimizing Micromanagement|How Does The Game Minimize Micromanagement?]]<br />
* [[AI War:Controlling The Tempo|Why Does The Human Player Always Have The "Tempo?"]]<br />
<br />
== Story ==<br />
* [[AI War:Overall Mission|What Is My Overall Mission?]]<br />
* [[AI War:AI Story|How Does The AI Think?]]<br />
* [[AI War:Zenith Aliens|Who Are The Zenith Aliens?]]<br />
<br />
== Settings ==<br />
* [[AI War:TBS-Friendly Pause|What Is TBS-Friendly Pause?]]<br />
* [[AI War:Alternate Planet Names|How Do I Use altplanetnames.txt?]]<br />
* [[AI War:Disabled AI Types|How Do I Use disabledaitypes.txt?]]<br />
<br />
== Player-Created Strategy Resources ==<br />
* [[AI War:Ships and Structures|Ships and Structures]]<br />
* [[AI War:Admiral's General Strategy In AI War|Admiral's General Strategy In AI War]]<br />
* [[AI War:Factors Affecting The Strategic Value of Systems|Factors Affecting The Strategic Value of Systems]]<br />
* [[AI War:All About Tweaking The Difficulty Level|All About Tweaking The Difficulty Level]]<br />
* [[Glossary]]<br />
<br />
* [http://www.arcengames.com/forums/index.php/topic,8598.0.html List of fleet tactics and overall strategies]<br />
* [http://www.arcengames.com/forums/index.php/topic,7514.0.html Can't even make it past the tutorial]<br />
* [http://www.arcengames.com/forums/index.php/topic,1839.0.html Tips for New Players]<br />
* [http://www.arcengames.com/forums/index.php/board,31.0.html AI War Strategy Discussion Forum]<br />
* [http://www.arcengames.com/forums/index.php/topic,11678.msg121099.html User-friendly spreadsheet comparing caps of Mark I ships]<br />
* [http://www.arcengames.com/forums/index.php?topic=13369.0 Kahuna's Guide To AI War:Find Your Inner Super Cat!]<br />
<br />
== Release History ==<br />
Please note that there are generally prerelease beta versions available at any given time of the year, and there have been literally hundreds of those in between all of the official releases noted below.<br />
<br />
* Upcoming: [[AI War:Current Post-8.000 Beta|Current Post-8.000 Beta]]<br />
* August 18th, 2014: [[AI War:Current Post-7.000 Beta|8.000 (First Official Release Of Destroyer of Worlds)]]<br />
* June 17th, 2013: [[AI War:Current Post-6.000 Beta|7.000 (First Official Release Of Vengeance Of The Machine)]]<br />
* October 19th, 2012: [[AI War:6.000_Release|6.000 (First Official Release Of Ancient Shadows]])<br />
* January 27, 2011: [[AI War:5.000 Release|5.000 (First Official Release Of Light Of The Spire)]]<br />
* October 28, 2010: [[AI War:4.021 Release|4.021]]<br />
* October 26, 2010: [[AI War:4.000 Release|4.000 (First Official Release Of Children of Neinzul, First Unity Release)]]<br />
* May 6, 2010: [[AI War:3.120 Release|3.120]]<br />
* March 9, 2010: [[AI War:3.060 Release|3.060]]<br />
* January 12, 2010: [[AI War:3.000 Release|3.000 (First Official Release Of The Zenith Remnant)]]<br />
* October 20, 2009: [[AI War:2.000 Release|2.000 (First Release On Steam/Direct2Drive)]]<br />
* September 18, 2009: [[AI War:1.301 Release|1.301]]<br />
* September 1, 2009: [[AI War:1.201 Release|1.201]]<br />
* August 6, 2009: [[AI War:1.013 Release|1.013]]<br />
* August 1, 2009: [[AI War:1.012 Release|1.012]]<br />
* July 31, 2009: [[AI War:1.011 Release|1.011]]<br />
* July 16, 2009: [[AI War:1.010 Release|1.010]]<br />
* July 8, 2009: [[AI War:1.009 Release|1.009]]<br />
* June 29, 2009: [[AI War:1.008 Release|1.008 (First Release On GamersGate)]]<br />
* June 24, 2009: [[AI War:1.007 Release|1.007]]<br />
* June 17, 2009: [[AI War:1.006 Release|1.006]]<br />
* June 10, 2009: [[AI War:1.005 Release|1.005]]<br />
* June 1, 2009: [[AI War:1.004 Release|1.004]]<br />
* May 23, 2009: [[AI War:1.003 Release|1.003 (First Release On Impulse)]]<br />
* May 19, 2009: [[AI War:1.002 Release|1.002]]<br />
* May 14, 2009: [[AI War:1.001 Release|1.001]]<br />
* May 14, 2009: [[AI War:1.000 Release|1.000 (First Official Release)]]<br />
* May 13, 2009: [[AI War:0.940 Release|0.940 (First Public Prerelease)]]<br />
<br />
== The New System That Began In 4.0 ==<br />
Brace yourself: but the entire combat, repair, economic, and construction models have been almost completely rewritten. To the novice player these changes are subtle enough that it feels like basically the same game. To the more experienced player, these changes are a dream come true, shaving off rough edges left and right and leaving something simpler and more elegant in its place. We had a corps of 95 community members giving us feedback, after all, so there's been a lot of vetting of this from both newer and experienced players. The main benefits of these particular changes are simplicity, transparency-to-the-player, and internal accuracy in outlier situations. •As part of the new combat model, the old concept of "shields" (as distinct from "force fields") has been removed, and the random-hit-chance and range-related components of the hit chance calculations are gone. In place of this is a new, simpler, and far better [[AI War:Combat System#Armor|"armor"]] system that affects damage output instead of hit chance. •One key simplification in this new version is the removal of all the internal ship-specific damage multipliers. In their place, we now have a small number of new [[AI War:Combat System#Hull Types|"hull types"]] and ships get visible bonuses against them. This also removes the "Strong Vs and Weak Vs" display in favor of both the raw hull attack multipliers display and a new [[AI War:STATS_Button_Overview#Reference_Tab |Reference tab]] when really detailed data is needed (presumably not often). •Following on with those massive changes, every last ship in the game has been rebalanced to a heavy degree, sometimes pretty much completely <br />
<br />
<br />
<br />
*[[AI War:Combat System|Combat System Overview]]<br />
*[[AI War:Economic System|Economic System Overview]] <br />
*[[AI War:End Game|End Game - AI Home World Assault Changes]]<br />
*[[AI War:Home World| My Home World has a lot of New Structures - What do they do?]] <br />
*[[AI War:Mini-Map_Overview| The MiniMap Grows Up]]<br />
*[[AI War:STATS Button Overview|The "STATS" Button -- What is Inside?]]<br />
**[[AI War:Missions_List|What Happened To The Missions List?]]<br />
*[[AI War:CTRLS Button Overview|The "CTRLS" Button - Tame your engineers and ships.]] <br />
**[[AI War:Control Nodes| I can't find the control nodes]]<br />
<br />
* '''New Enemy Units'''<br />
* Guardians: [[AI War:Guardians|What are Guardians?]]<br />
* The Eye: [[AI War:AI Unit - The Eye |What does the AI Eye do?]]<br />
* Counterattack Guard Posts: [[AI War:AI Unit - Warp CounterAttack GP|Counterattack Guard Posts Can Launch A Wave Almost Anywhere]]<br />
* '''AI Core Planet Unique Features/Units'''<br />
*Ai Core Guardians<br />
*AI Core Guard Posts<br />
*AI Core Shield Generators <br />
<br />
<br />
*[[AI War:4.000_Release| The complete 4.00 release notes]]<br />
<br />
== Technical Support ==<br />
* [[AI War:MantisBT Overview|Bug Reporting and Suggestion Tracking using the new Mantis software]]<br />
<br />
* [http://www.arcengames.com/forums/index.php?board=3.0 Technical Support Forums]<br />
* [http://arcengames.com/forums/index.php/topic,4.0.html System Requirements]<br />
* [http://arcengames.com/forums/index.php/topic,26.0.html .NET Framework 3.5 SP1 Not Installing? ]<br />
* [http://arcengames.com/forums/index.php/topic,74.0.html Optimizing Performance In Multiplayer]<br />
* [http://arcengames.com/forums/index.php/topic,53.0.html Desync in multiplayer? Check this first.]<br />
* [http://www.arcengames.com/forums/index.php/topic,7657.0.html Trouble applying the latest patch?]<br />
* [http://arcengames.com/forums/index.php/topic,7.0.html FIREWALLS - Configure, or use VPN]<br />
* [http://arcengames.com/forums/index.php/topic,5.0.html VOICE SUPPORT - Use Skype, Teamspeak, etc.]<br />
<br />
The new navigational bar is under construction!<br />
{{AIWarRefNav}}</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.0_Release_Notes&diff=28165Starward Rogue:Post-1.0 Release Notes2016-05-01T17:33:34Z<p>Zogheen: </p>
<hr />
<div>== Version 1.019 ==<br />
(This isn't done yet, we're still working on it.)<br />
<br />
* New Hotrod SFX, and a added particle effect.<br />
<br />
* Upped Miniboss HP, 10% across the board.<br />
<br />
* Miniboss Tri has been significantly improved, including Hard, and Misery mode versions.<br />
<br />
* Fixed the Nanite Leeches not appearing in the GUI, once picked up.<br />
** Thanks to logorouge for reporting!<br />
<br />
* More new SFX for Crystal Mother, Spiders, Amberbarrage, Crossclaw, and RearBurstTurret. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Changed the Redshift Mech starting secondary to the Precision Railgun.<br />
<br />
* Updated the Reaper's Misery mode version.<br />
<br />
== Version 1.018 ==<br />
(Released March 28th, 2016)<br />
<br />
* Fixed a bug where homing weapons (especially ones with a homing delay) could wind up homing on the invisible bouncing mine emitters.<br />
** Thanks to Pepisolo for reporting.<br />
<br />
* Fixed a few problems with the FamiliarFollower logic that was making it rubber-band back and forth between the player and the enemy, etc.<br />
** Thanks to Pepisolo and ptarth for reporting.<br />
<br />
* Fixed a bug where a system with homing and a bullet pattern would allow the homing to work on the initial firing (it was correctly not trying to home after that; bullet patterns override homing until the pattern expires).<br />
** Thanks to Pepisolo for reporting.<br />
<br />
* Tweaked the following consumables: One Way Barricade (shot change), Tactical EMP (tweaks), Ricochet Circuit(now last for a whole floor), Stim Pack(now last for a room), Overheating System(tweaks and now last for a room), Overloading Circuit (duration increased to 30 seconds), Energy Boost Circuit (now plus 20 energy), Siphoning Circuit (new you lose 20 energy), Supernova (larger AOE on explosion, needs more work, though), Ludicrous Speed Circuit(made the speed increase more ludicrous), Carnage (upped duration to 15 seconds), AllTheRockets(increased duration to 30 seconds), ShieldsDown (increased duration to 30 seconds),Code Annihilate(slight damage increase),Code_Overdrive(increased duration to 15 seconds),Code_Defend (now last for a room), SignalTriangulator(This now reveals the boss room rather than teleporting you straight there), Beaming Probe and Incinerator Probe (tweaked to be more useful), OrbitingBattleStation (now fires multiple shots), all consumable sentries now block shots but they have limited health.<br />
<br />
* New consumable item Wormhole Journey added.<br />
<br />
* New consumable item Anomaly Detector added.<br />
<br />
* Changed Autocannon Minibot to a use the FamiliarFollower (pathfinding) behavior.<br />
<br />
* New BullRush,BullDog, and Battleswarm SFX. New Spine Ballista SFX. Fixed Pressure Shotgun audio typo. Thanks to Goldenwolf for helping me with this!<br />
<br />
== Version 1.017 ==<br />
(Released March 17th, 2016)<br />
<br />
* PathfindingAttacker enemies now update their paths more frequently.<br />
** Thanks to Pepisolo and ptarth for suggesting.<br />
<br />
* Tweaked the Riot Suppressor for performance and balance. Shots no longer pierce walls. Slight damage decrease.<br />
<br />
* Improved the Hunter Killer weapon.<br />
<br />
* Overhauled the SerratedSpineLauncher. It now causes toxic bleeding.<br />
<br />
* Overhauled Purifying Nova. It's a lot more visually satisfying now, and also clears enemy shots.<br />
<br />
* More SFX work. New Fencing Needle and Caliburn SFX. Added new Paragon, Reaper, Bastille, Arcoris, Hunter and Tri SFX. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Fixed a bug where not setting modifiers_applied_to_nearby_entities_max_simultaneous_affected (thus leaving it at the default of zero) would cause NearbyEnemies modifiers to never be applied to anything. Now the default functions as "no limit".<br />
** Thanks to ptarth for reporting.<br />
<br />
* Added to system:<br />
**deflected_shots_inherit_speed (bool)<br />
***only meaningful if deflects_shots is true, makes affected shots go the same speed as the shot deflecting them<br />
**deflected_shots_inherit_angle (bool)<br />
***only meaningful if deflects_shots is true, changes the angle of affected shots to match the shot deflecting them<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* Preliminary Hard and Misery mode Hunters added, although more work is needed. More Hunter tweaks.<br />
<br />
* Fixed some missing SFX caused by typos.<br />
<br />
* Glass walls and disrupted regenerating walls no longer cause shot-spawn to be offset from them, since the shots can pass through them anyway.<br />
** Thanks to samnainocard and Pepisolo for reporting.<br />
<br />
* On system, added:<br />
**shot_homing_delay (float)<br />
***if set, the shot won't start homing until this many seconds after spawning<br />
***only meaningful when combined with shot_homing_range<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* Fixed a bug where cue_time > 0 would prevent shots_per_salvo > 1 from having any impact (it would just fire one shot).<br />
** Thanks to ptarth for reporting.<br />
<br />
* Kickback now happens after cue-time is complete, and after all shots in the salvo have been fired.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Adjusted the upper-left "Main Menu" label on the "after loading a file slot" screen to match the position of the "File Select" label on the previous screen.<br />
** Thanks to kingisaaclinksr for reporting.<br />
<br />
* Removed support for "periodic movement modes" because, though spec'd out and implemented in some detail during development, they were never actually used in the released game and are generally very buggy. Whatever we might want to do using these could instead probably work via movement controlling bullet patterns, etc.<br />
<br />
* Now that folks have had a chance to get used to the weird test-chamber button order of "[Cancel] [OK] [BLANK] [Wiki]", we're switching it to the more reasonable but now strange "[Wiki] [Blank] [Cancel] [Okay]".<br />
** Thanks to ptarth for suggesting.<br />
<br />
* New main weapon Smart Gun added.<br />
<br />
* Two new varieties of Bulldog and Bullrush added.<br />
<br />
* Added Banshee performance improving flag.<br />
<br />
* Changed any "ammo" references when referring to energy weapons to "energy".<br />
<br />
* Weight Optimization reworked to modify enemy movement speeds.<br />
** Thanks to Discotech and logorouge for reporting.<br />
<br />
* Added two more Arcoris variations.<br />
<br />
* Tweaked some of the guns. Fixed a missing Cluster Launcher mech gun image.<br />
** Thanks to Goldenwolf for the feedback!<br />
<br />
* Improved the Nanite Leeches to have more presence. It now fires 8 homing leeches.<br />
<br />
== Version 1.016 ==<br />
(Released March 8th, 2016)<br />
<br />
* More SFX work. New Incinerator, Twin Machineguns, Precision Railgun, Splitfire Cannon, Venomous Stinger, Riot Suppressor, NarcoStinger, BoomerangNeedler,TorpedoCannon, Deleter,HolyFire, HunterKiller, GravityCannon, Corona and Detonating Rose explosion SFX. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Improved handling of ricochets to avoid cases where shots just disappear on hitting a wall.<br />
** Thanks to ptarth for extensive testing and feedback on this.<br />
<br />
* Turned the Hornet Nest SFX volume down a bit. Also did the same for the Guardian Gun, Fragment Cannon, Cluster Launcher, Phaser and the Translocator.<br />
** Thanks to Krysle Quinsen, Econael, and Crolley for the feedback!<br />
<br />
* Fixed a bug where your familiars could auto-target bouncing mine emitters, which are invisible and can't be hit anyway.<br />
** Thanks to Pepisolo and Solar Marine for reporting.<br />
<br />
* Fixed a bug where familiar-based weapons couldn't harm wake-on-shot enemies (like facerippers) at all, even after the enemy was awake.<br />
** Thanks to crazyroosterman, Cinth, and Pepisolo for reporting.<br />
<br />
* Increased Guardian Blaster width. Tweaked Raincannon colour. Tweaked Suppressor shot size and colour. Improved the Grapeshot. Now fires a burst of shots. It's now a limited ammo, but high power weapon. Tweaked Precision Railgun. Improved the Splitfire Cannon. Also improved Narcotics Stinger.<br />
<br />
* Overhauled Venomous Stinger. It now infects enemies, and infected enemies explode into a pool of venomous sludge upon death.<br />
<br />
* Made it very unlikely to slide through a one-way tile next to a wall by running into the wall.<br />
** Thanks to Pepisolo and ptarth for reporting.<br />
<br />
* Put in some code to hopefully prevent some issues with loading sounds in some cases.<br />
** Thanks to Econael, Amitiel, and samnainocard for reporting.<br />
<br />
* Some mapgen-related error messages are now silent log entries because there's already recovery mechanisms in place to make sure the player gets a fully formed dungeon.<br />
** Thanks to TuxedoBra for reporting.<br />
<br />
* Changed various items from "add/subtract missiles/energy/whatever at a massive rate for a very short period of time" behavior to simply adding/subtracting a large amount, so that the effect would show up immediately even when you're playing RedShift and time isn't normally passing.<br />
** Notably, the missile refill effect from Arms Race.<br />
** Thanks to Solar Marine, Cinth, ventifer, and ptarth for reporting.<br />
<br />
*Added new attribute to xml schema for bullet node: initial_angle_is_absolute (bool)<br />
**makes the initial angle of the bullet not be relative either to the angle from the firing entity to the target entity or to the rotation of the firing entity<br />
**Thanks to ptarth for suggesting.<br />
<br />
* Redid Reaper Hard mode, Misery mode version also added, but this may need something a bit extra.<br />
<br />
* Fixed a bug where EntityModifierType.DoubleItemGainChance (used by "Major Coinage" and "Wishing For More Wishes") was working for all item types, not just the one specified.<br />
** Thanks to Solar Marine and ptarth for reporting.<br />
<br />
* Added new FamiliarType: PtarthianOrbit<br />
** Behaves like SimpleCircleOrbit, but doesn't try to automatically space out the familiars in a ring. 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 />
** Thanks to ptarth for inspiring this change.<br />
<br />
* Added new sub-node type for entity nodes: familiar<br />
** Basically this is like adding something to the end of the "familiars" list that's already there, but allows you to set some additional info.<br />
** Attributes:<br />
***type (entity)<br />
****the actual familiar type, same as if you'd put it in the "familiars" list<br />
***minimum_difficulty (DifficultyType), maximum_difficulty (DifficultyType)<br />
****the lowest and highest difficulty where this entry will be considered (default: always consider)<br />
***chance_out_of_100 (int)<br />
****if this is set, and set to a value less than 100, each time it considers spawning this familiar it only has this % chance of actually doing so<br />
***radius (int)<br />
****only meaningful with PtarthianOrbit, sets the radius of the circular orbit<br />
***starting_angle (float)<br />
****only meaningful with PtarthianOrbit, sets the starting position on the circular orbit, in terms of degrees around the circle<br />
***rotation_reversed (bool)<br />
****only meaningful with PtarthianOrbit (works for SimpleCircleOrbit, but is weird there), if set this makes the familiar rotate in the other direction than it would normally<br />
***override_degrees_per_second (float)<br />
****only meaningful with PtarthianOrbit (works for SimpleCircleOrbit, but is weird there), if set this overrides the speed of the orbit (which is normally based on the familiar's speed); you can use negative values instead of the rotation_reversed flag if desired<br />
***suppress_line_of_sight_check (bool)<br />
****only meaningful with PtarthianOrbit, SimpleCircleOrbit, and NormalOrbit, if set this causes the familiar to skip the normal "don't fly through walls" logic<br />
*****if you know the familiar will always be in an open space where it doesn't need to check this, or if you want it to fly through walls, this flag helps lower the CPU cost of the familiar because it's not having to do LOS checks every frame<br />
<br />
* Made the Repulsive Hornet Mine available for seeding in the game, as it was the only starting Mech secondary not to be available. Regular Hornet Mine no longer seeds as Repulsive Hornet Mine is just a much better version.<br />
<br />
* Now when you use a teleporter, instead of doing a full refresh on your familiars it just relocates the normal-ship-behavior familiars to you (the other types always orbit you anyway).<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* New shot graphic for Flamethrower type systems.<br />
<br />
== Version 1.015 ==<br />
(Released February 25th, 2016)<br />
<br />
* New Enemy Aegis added. 4 variations<br />
** Thanks to community member Hearteater for creating these!<br />
<br />
* Correct icon added for the Masochism consumable.<br />
** Thanks to ScrObot for reporting!<br />
<br />
*Orbital familiar hijinks have been sorted out. They'll fight fairly for now.<br />
** Thanks to everyone who reported for reporting!<br />
<br />
* Entities with ship_category="RandomFloatingChunksOfStuff" (i.e. antigravitate blockade shards) can no longer proc health-on-kill or item-on-kill modifiers.<br />
** Thanks to Ayrix and dfinlay for reporting.<br />
<br />
* Fixed a bug where the "kill final boss with all mechs" achievement (and similar one for super-final boss) considered the tutorial mech as in that group.<br />
** Thanks to pmkenny1234 for reporting.<br />
<br />
* Fixed a bug where progress on the "kill final boss with all mechs" achievement (and similar one for super-final boss) was not being tracked properly.<br />
** Note: if you've gotten a kill-final/superfinal-boss-with-specific-mech achievement, and you load an old save, it will update the progress tracking for these kill-with-all achievements.<br />
** Thanks to pmkenny1234 for reporting.<br />
<br />
* Starting work on the SFX overhaul (which will take a long time to complete, bit by bit). New Banshee, Anangu, Energy Shield Module, TurboBlaster, Translocator, Railgun, PhaserGun,SplinterCannon,HornetNest,GrenadeLauncher,ClusterLauncher,PoisonedKnife,GuardianGun SFX added. Thanks to Goldenwolf for helping me with this!<br />
<br />
* 14 more new rooms added.<br />
** Thanks to community member Reath for creating these!<br />
<br />
* A few of the weedier enemies in CMP_EnemyShips have been set to not seed later in the game. Facerippers, for example, seem too weak to be seeding on later floors.<br />
<br />
* Set the few reticule based items to not seed until they are overhauled as they don't work very well on joypad.<br />
<br />
* Lots of tweaks to the main gun upgrades. More main gun upgrade tweaks.<br />
<br />
* Overhauled the Disruptor energy weapon, including new SFX. It is now a shorter range spread shot that disrupts enemy movement and fire rate. The longer you hold the burst, the stronger the disruption.<br />
<br />
* Viper Difficulty Reduction<br />
** Slowed Homing Shots<br />
** Decreased Homing Shot Homing Range<br />
** Changed color patterns so that Red, BurningRed, and Purple are only on homing shots.Red Snakes = Bad Snakes!<br />
** Added Egg shot to produce the Snake Shots (previously was invisible)<br />
** Added do_not_do_rest_of_logic_on_early_death to egg shot. Kill the egg, and the baby snake dies.<br />
<br />
== Version 1.014 ==<br />
(Released February 19th, 2016)<br />
<br />
* Flame tank mech has had it's main weapon rebalanced a bit<br />
<br />
* Blade Module is now found only in the secret room, instead of the sacrifice room<br />
<br />
* Tactical Nuke now does 650 damage and a guaranteed crit<br />
<br />
* Basic Drone now costs 90 credits instead of 20<br />
<br />
* STG-4377 damage has been lowered, and it's spread has been widened, and it no longer has infinite range<br />
<br />
* Big Leaky Battery's energy drain effect is now slightly faster<br />
<br />
* MajorCoinage now has a 40% chance of activating instead of 100%<br />
<br />
* Charger's attack range has been reduced<br />
<br />
* Labyrinth's chaser shot no longer dies on contact with the player<br />
<br />
* Missiles now explode on the very first shot they hit (they should be better at deflection now)<br />
<br />
* Combat Shield's energy cost slightly reduced<br />
<br />
* Multiple exploits have been negated in the fight with Terminus<br />
** The teleporters in the room are now one-way, and you cannot wake the boss with bullets from that location, or even damage it from there; you must step out of the teleporter to wake it<br />
** In addition, Terminus is now completely invincible as long as either of it's two guardians are in the room. If you try to skip them by running through them to the teleporters, you'll permanently trap yourself in an unwinnable state. No cheating, now...<br />
<br />
* Glassbreaker's sacrifice cost reduced by 1<br />
<br />
* Incineration module damage increased to 100<br />
** It also has a damage cap though, which is also 100<br />
<br />
* Consumable "Code: Overdrive" has had it's effective duration doubled<br />
<br />
* Battalion enemy now does not spawn until floor 6<br />
<br />
* The Corrosive Drone shots were intercepting other shots making it super OP. Fixed this so that they no longer intercept other shots.<br />
** Thanks for Pardinuz for reporting!<br />
<br />
* Escape now closes the Credits window.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Now switching between a secret room and a room with door-closing enemies does not restore your shields.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
* Magnetic shot drift no longer happens in shop rooms, to avoid accidents with the shopkeeper.<br />
** Thanks to ventifer for reporting.<br />
<br />
* Three varieties of new enemy Blademorph added. Thanks to community member Zharmad for creating these!<br />
<br />
* Updated the repulsive hornet mine to a more high res shot image. Also did the same for the grenade launcher and gravity cannon shot. Added variant colour flea guard shots.<br />
<br />
* Tweaked phase 1 Invader health and revenge spawner fire rate.<br />
<br />
* Deadly Viper enemy recategorized as a Fearsome_7x7<br />
<br />
* Shred Guardians recategorized as Wanderer_3x3<br />
<br />
* Reactive Blast Module is now the Reactive Shock Module<br />
** Instead of creating an explosion, it now creates a short range shockwave to clear bullets around the player<br />
** It now also can appear in the Defensive Shop, with a credit cost of 65<br />
<br />
* Added two more varieties of Krill Spitter<br />
<br />
* Labyrinth's chaser shot can no longer be cancelled<br />
<br />
* Enemy orbital familiars no longer render before you fully enter the room, since their orbiting offsets aren't set up until after you enter and that led to them rendering in weird places.<br />
** Thanks to dfinlay, Misery, ptarth, and dumpsterKEEPER for reporting.<br />
<br />
* Fixed some annoying cosmetic things with Reaper. Fixed it so that the Hunter nets bounce off walls more reliably.<br />
<br />
* Overhauled the Narcotics Drone to be more desirable. It now attacks of its own accord and its debuffs occur more frequently.<br />
<br />
* Tweaked Narcotics Drone description. Reduced the Corrosive Drone Size.<br />
<br />
* Added a description to the Masochism probation.<br />
** Thanks to ScrObot for reporting and Cinth for coming up with the description.<br />
<br />
* Fixed the Keyprentice and Keymaster perks.<br />
** Fix provided by Cinth! Thanks!<br />
<br />
* Added new drone Kamikaze Minibot. Available from all good retailers. -- Note, Kamikaze Drone had to be pulled due to a bug. If you still want to try it out, remove is_not_ready_to_seed="true" from the Kamikaze Minibot xml in Dayton_PowerUps.xml. It currently has issues going through teleporters. Sorry!<br />
<br />
* Corrupting Power Incredibility no long kills players on pick-up.<br />
** Also fixed the issue with Corrupting Power not dropping if you picked up another incredibility.<br />
** Thanks to dfinlay for the report.<br />
<br />
* Changed the room BGS_KickingTheHive so that there is less backtracking needed.<br />
** Thanks to Reath for reporting!<br />
<br />
* Reduced the Drone size across the board a little.<br />
<br />
* New Drone Autocannon Minibot added.<br />
<br />
* Fixed the issue with the Sacrifice shops. No more unexpected deaths from this source!<br />
<br />
* Fixed the broken Energy Shield module. A little more work is needed before it's completely polished, though.<br />
<br />
== Version 1.013 ==<br />
(Released February 10th, 2016)<br />
<br />
* Added 14 new rooms courtesy of community member Reath. Thanks, Reath!<br />
<br />
* New entity attribute:<br />
** pick_up_even_if_wastes_resources (bool)<br />
*** if set, this item can be picked up even if it grants health/items that the player can't benefit from because they're at max<br />
*** useful if that health/item grant is just a secondary effect and you want the primary effect to always be available<br />
** Thanks to Cinth for inspiring this change.<br />
<br />
* Now when you take a shield hit you glow blue instead of red.<br />
** Thanks to nas1m for suggesting.<br />
<br />
* Now if there's both enemies and a power generator in the room, simply defeating the enemies will open the doors but will not cause the room to be considered "won" (which is what defines the normal trap-shutdown behavior, etc).<br />
** Thanks to Enrymion and Misery for suggesting.<br />
<br />
* Viper enemy code has been improved, and modified to have better performance. Thanks, Ptarth for creating these changes!<br />
<br />
* MetalGrinder now comes with an extra sneaky attack. Thanks for creating the changes Ptarth!<br />
<br />
* New Enemy, Krill Spitter added courtesy of community member Ayrix. Thanks for creating the enemy Ayrix!<br />
<br />
* Added EffectType.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 />
** it's now used instead of InventoryChangePerSecond for those cases<br />
** Thanks to Maurog, Danjuro, zharmad, and LaGrange for inspiring this change.<br />
<br />
* The cheap item shop rooms no longer contain glass shootables, but instead now have caltrops in those places. This way you don't accidentally shoot the shopkeeper, but it's also a visual clue as to the type of shop (each type of shop has its own little object sort as a visual clue).<br />
** Thanks to Cinth for suggesting.<br />
<br />
*Risky Assassin no longer kills you when you pick it up with hull damage.<br />
*Risky Assassin now also will remember where your Max HP is so if you decide to swap it out later, you aren't stuck with 1/1 HP.<br />
** Thanks to Cinth for creating this fix!<br />
<br />
* Tweaked Bullet Drone, and overhauled Corrosive Drone to be more desirable.<br />
<br />
* Changed the misleading description of the Berserker level up perk.<br />
** Thanks to Whiskeh and Cinth for reporting.<br />
<br />
* Fixed a bug where there were very, very few bosses that could actually seed on floor 6, and some simply couldn't seed at all (being restricted to floor 7, which always has... something else), and others could only seed if you'd satisfied certain conditions. This led to no boss room on floor 6. A clever trick on part of the game, but we're nerfing that strategy.<br />
** Thanks to Samichama, zharmad, zekafonss, Cinth, and others for reporting.<br />
<br />
* Put in some extra checks in mapgen to prevent giving you floors with no boss rooms.<br />
** This won't fix old runs, since the mapgen for all the floors in that run is already done there. But future runs will benefit from this.<br />
** Thanks to Samichama, zharmad, zekafonss, Cinth, and others for reporting.<br />
<br />
* Halved the lifespan of the Shred Guardian blades so that they don't overstay their welcome.<br />
** Thanks to Discotech for the feedback!<br />
<br />
* Overhauled Tag Team drone. It now pathfinds to the player so it doesn't get stuck, and its shots don't obscure your vision as much as it used to. It's easier to use as a DPS booster now.<br />
<br />
* Added new enemy Anangu Initiate and variant Anangu Warrior. Thanks, Zharmad for creating these enemies!<br />
<br />
* Added Hard Mode system for Reaper.<br />
<br />
* Started looking through the secondary weapons systems for missing sound effects (and adding some if missing, of course). Also tweaked a few shot images, one was using excessive scaling so swapped it for a higher resolution image. (note to self: I'm up to Grapeshot in the item pickup xml)<br />
<br />
* Updated the Abmoog Shield enemy to not look like the ram, which might be confusing for the player. Thanks for creating the change, Ptarth!<br />
<br />
* Added a confirm-popup when starting a tutorial while you have an active non-tutorial run going in the same file (as it overwrites that active run).<br />
** Thanks to Kevin Tang for inspiring this change.<br />
<br />
* Now when you buy a health-cost item it increases the cost of future health-cost items during that run by 2. Stacks.<br />
<br />
* Now when zamboni-behavior enemies (like the blind lady enemies) are nudged by a one-way-arrow tile they treat it as a wall collision and so should reverse direction, etc.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Now when you gain max health via shard pickups it will give you a big central screen message to that effect (once you're out of battle, same as when you level up)<br />
** Thanks to Moonshine Fox for suggesting.<br />
<br />
* Now when you pick up health/missiles/health-shards/keycards/credits there's a little floating text near you to that effect.<br />
** XP was already being announced in a similar way near either the thing killed (if you gained the XP that way) or near you (if it's from an XP pickup or a deposit box).<br />
** Thanks to Moonshine Fox for suggesting.<br />
<br />
* Gain-health-on-kill and gain-item-on-kill modifiers no longer proc when killing enemy familiars and stuff from enemy spawners.<br />
** Thanks to Cloud51023 for reporting.<br />
<br />
* Invader Boss upgraded to version 4.0! The boss now has multiple stages, and has been improved for all difficulties. Thanks, Ptarth for creating the changes!<br />
<br />
* The in-game credits now properly thank the alpha testers, the community contributors, and note Erik as being involved in the game design.<br />
<br />
*Beast Mode: Reduced to 20% attack power. It was previously 40% attack power.<br />
<br />
*Anger Protocol: Reduced to 20% attack power. It was previously 25% attack power.<br />
<br />
*Large and in Charge: Reduced to 20% attack power. It previously was 25% attack power.<br />
<br />
*Changed flags on Harmony and Rocket Man to not show up with other power-ups in the pause menu. Probation items display their status on the primary screen and this was causing confusion.<br />
** Thanks to LaGrange for the report and Cinth for the fixes!<br />
<br />
* The obstacle lasers are now more enthusiastic about doing their job, in terms of hit detection and frequency of checking, so that even if you sprint across them you will be much more likely to take damage.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Both versions of the Mirror boss are now more dangerous and more tanky, and now have their own unique Hard Mode patterns.<br />
<br />
* Fixed a bug where gamepad/keyboard aiming of melee primary weapons didn't really work because it wasn't using the mouse version's rule of "always act like it has at least 30 range for angle computations".<br />
** Thanks to Cinth for reporting.<br />
<br />
* Improved the responsiveness of gamepad/keyboard firing to aim in the direction specified even for the first shot (which previously tended to go towards wherever you were facing before pressing the button).<br />
<br />
== Version 1.012 ==<br />
(Released February 2nd, 2016)<br />
<br />
* Got rid of the diagonal wall smoothing from the prior version. Two or three days of working on that and it's just not tenable.<br />
** Thanks to Cinth and ghoti221 for reporting.<br />
<br />
== Version 1.011 ==<br />
(Released February 2nd, 2016)<br />
<br />
* New enemies, Viper, Vicious Viper, and Deadly Viper integrated. Vicious starts seeding on floor 3. Deadly starts seeding on floor 5.<br />
** Thanks to Ptarth for creating these enemies!<br />
<br />
* Player collision with angled walls is now a lot smoother.<br />
<br />
* Starward Rogue has now been migrated to Unity 5.3.2, up from version 4.7 just a week or so ago. We are moving to Unity 5 with our next project, and thus we finally had a reason compelling enough to upgrade our unity 3D licenses. With that it thus made sense to also get Starward Rogue on the very latest and greatest.<br />
** Overall this doesn't make a whole lot of difference to the game itself, to be honest. But it may have some slightly better compatibility on linux and osx.<br />
<br />
* One new benefit of being on unity 5 is that the game now is able to lock the cursor to the window when you are playing in windowed mode or on fullscreen in multiple monitors. This unfortunately only works on linux and windows for some reason (this is the stated support level in unity 3d), and on windows it's still possible to grab the title bar and the other resize bar bits. But it's still vastly better than before.<br />
** We have it set so that it doesn't lock your cursor until it detects a keypress inside the game itself, and it disables itself if you open the menu or hit the cancel button.<br />
<br />
* The hitboxes for all the mechs are now half as large as they were before. This is more in line with most SHMUPs and Isaac and a number of other games, and allows for more precision play.<br />
<br />
* Updated the Demesne enemy substantially in order to make it both use higher-performance shot logic as well as not use so incredibly many shots. It was definitely a big drain on performance in any room it was in.<br />
<br />
* A completely new variant of Shred Guardian has been added, plus some balance fixes for the other variants.<br />
** Thanks to Ptarth for creating the new variant and providing the balance tweaks!<br />
<br />
* Added a new settings option to the extras tab:<br />
** Debug: Check XML Validity<br />
*** If this is on, then when XML files are read in it will check to see if there are any attributes that refer to nonexistent features. These generally indicate typos or other xml errors. This doubles the amount of time it takes to parse the xml, though, so it's off by default (it's still fast either way).<br />
** This solves some minor performance issues introduced in version 1.010 when this was added. However it's not related to the overall larger hitching.<br />
** A bug relating to this has also now been fixed that was wasting about 50MB of RAM, and this bug may have been the cause of the overall hitching we started seeing in 1.010.<br />
<br />
== Version 1.010 ==<br />
(Released January 30th, 2016)<br />
<br />
* The way that the completion percentage is calculated has been massively updated to now include your perfections against bosses, your wins with incredibilities, and so on.<br />
<br />
* The full 7-floor runs now unlock after 3 runs rather than 10.<br />
** We originally did it as 10 because another popular game in the genre does that. But lately we've been getting frustrated at how long it takes before players are even able to see that awesome content that comes after beating The Warden three times. For a youtuber or a twitch streamer it's really quite a time investment to even consider it.<br />
** Thanks to dfinlay for giving us the kick in the pants to actually make the shift, though. :)<br />
<br />
* Fixed a scripting mistake on Cheapskate.<br />
** Thanks to sherpajack for reporting.<br />
<br />
* Added an attribute to entity nodes: frequency_in_enemy_seeding (int, default 100)<br />
** this is actually an alias to frequency_in_item_pools, which now also impacts normal enemy seeding frequencies, but this name would make more sense in the xml for enemies<br />
<br />
* Fixed a bug where the "win run having held incredibility X since Floor 1" achievements weren't working because they were requiring you to pick the item up on Floor Zero... um, yea, sorry.<br />
** Thanks to Soupinator for reporting.<br />
<br />
* Fixed a bug where the statistics window wouldn't respond to the Cancel or OpenMenu keybinds, and thus couldn't be closed via controller.<br />
** Thanks to Reath for reporting.<br />
<br />
* Now if you somehow get stuck completely outside the room's boundary rectangle it will gradually bump you into it, to avoid it being a bricked run.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Fixed a bug where in the rare cases that floor generation just couldn't come up with something after a hundred tries, you could get a partial run generated but not the whole thing. Now in those cases it just rerolls the whole dungeon, and keeps jolly well doing so until it finishes one properly.<br />
<br />
* Fixed a bug where floorgen would sometimes allow mismatched door connections, which could leave you stuck in a wall if you went through one. Now it throws those floors back.<br />
<br />
* Now when you use a mysterious circuit you didn't know about yet it displays a message in the upper-left with the name and description of the now-known circuit.<br />
<br />
* Setting a bullet pattern loop's iterations to zero just has it never execute its body now, instead of acting like iterations="1".<br />
** Thanks to ptarth for suggesting.<br />
<br />
* Halved the frequency at which Tiny Transport seeds.<br />
* Further reduced the frequency at which Tiny Transport seeds. They should be pretty rare now. Slightly reduced the amount of drops each one can give. Credit Tiny Transport now drops 3 credits per drop in order to balance the usefulness of its drops compared to the other two varieties of ship.<br />
** Thanks to Dfindlay and Amitiel for the feedback.<br />
<br />
* Now when the game is loading xml content, it checks afterward to see if there's any data (specifically, attributes) it didn't use, and if it finds any it fusses in a short message in the upper-right message log and dumps the details to UnrequestedXMLAttributes.txt<br />
** Bear in mind that the message log doesn't show on the title screen, but does show on the file select screen.<br />
** Thanks to ptarth, zharmad, Misery, and many others for inspiring this change.<br />
<br />
* The text shown near the top for active probations has been cleaned up to not have stray zeroes and weird descriptions and so on.<br />
<br />
* Some updates have been made to the input handling to fix an issue where the custom dead zones were apparently not being properly applied to the left and right thumbsticks in all cases, particularly on linux -- but in general possibly on most cases where xinput is not being used.<br />
** Thanks to HerrGnatz and PoloBaquerizoH for reporting.<br />
<br />
* Added a new Shred Guardian courtesy of community member ptarth.<br />
<br />
* Fat Bullets is now Precision Ammo - Bullets are 25% smaller but also deal 20% more damage.<br />
<br />
* Enormous Bullets is now Contaminated Ammo - Bullets poison enemies for 50 damage over 2 seconds.<br />
<br />
== Version 1.009 ==<br />
(Released January 28th, 2016)<br />
<br />
* Expanded the new "does not block sight even though it blocks pathing" thing to a bunch more room features; the enemies may not actually be able to _hit_ you while you're hiding behind that laser emitter, but they can try. And have a much better chance than if you were actually behind a solid wall.<br />
<br />
* Added new attribute to the bullet pattern "loop" node: take_pants_off_head (bool)<br />
** This suppresses, for this loop tag, the longstanding (all the way back to TLF) bug where on iterations after the first it would often skip the first action in the loop.<br />
** For the less sarcastic content contributors, you can use an alias for this new attribute: suppress_loop_bug<br />
** This defaults to false because many of the existing loop tags would cause infinite-loop behavior if the bug were fixed for them.<br />
** Thanks to ptarth, Misery, and others for reporting.<br />
<br />
* Added stats for how many runs until you unlock 7-floor runs, and for which incredibilities you've won a run while holding.<br />
<br />
* Energized Glass Hull is now disabled (likely to be removed unless it it re-worked). <br />
** New Incredibility - Corrupting Power : Gain a high amount of max energy and you will regenerate energy over time... but at what cost? ;)<br />
<br />
* A new "metal grinder" deadly pursuer enemy has been added to the game.<br />
** Credit to community member ptarth for yet another awesome creation.<br />
<br />
* A new "Tiny Transport" enemy has been added to the game.<br />
** Tiny Transport. These are kind of like the health and potion gnomes from Golden Axe; the more hits you can get in on them before they explode, the more drops you get.<br />
<br />
* A number of OSX controller incompatibilities (and linux ones as well) should now be solved. We had not noticed that were were a preponderance of preprocessor compiler directives in the InControl code, rather than using Application.platform. Given we compile on windows, this created a problem. We've shifted everything over to be compile-computer-agnostic, so presumably those issues (they were actually missing bindings) should be fixed.<br />
** Please do let us know if this doesn't do it, though. We haven't actually had a chance to test it out in the situations that were an issue before. It's been a... trying... day.<br />
** Thanks to Sounds, Sounds of Silence, beatnikbedlam, lessster, and RuySan for reporting.<br />
<br />
== Version 1.008 ==<br />
(Released January 27th, 2016)<br />
<br />
* Kill tracking for multi-stage entities now only happens when the final stage dies, and it tracks under the first stage's name.<br />
** This avoids a problem where you got "credit" for killing a boss when you'd only killed the first stage, even if you then died before winning the fight.<br />
** Thanks to Danjuro for inspiring this change.<br />
<br />
* Fixed a bug where the difficulty of the tutorial was being set according to the last run of the test chamber (which is basically just for devs and modders), and since the tutorial is the first thing that runs when you start a new file it could result in all your new files being set to Misery difficulty without you realizing it.<br />
** This may have only impacted a certain developer who was wondering why he was suddenly so bad at this game.<br />
<br />
* The game is now way more aggressive about using different room scripts for rooms of the same general type, until it runs out of "new" ones and then it just starts over.<br />
<br />
* The energy bar in the lower-left now shows your actual current and max amount of energy.<br />
** Thanks to Ljas for suggesting.<br />
<br />
* Now any inventory item type (missiles, energy, etc) that has a maximum cannot have that maximum modified below 1. Otherwise when it hit zero it just becomes "no max" and doesn't work right.<br />
** Thanks to Nargasse for reporting.<br />
<br />
* The minimap now doesn't show icons for missiles or credits left in a room if you're at max capacity for those items.<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Fixed a bug where weapons with shots_per_salvo > 1 and placed in a system offset would not properly offset the secondary shots.<br />
** Thanks to ptarth for reporting.<br />
<br />
* There's now a short "Victory!" display after you win a run, followed by a fade to black, rather than dumping you straight to the menu when the last floor boss dies.<br />
** You are invincible during this time.<br />
** Thanks to Ljas and zharmad for inspiring this change<br />
<br />
* Keyprentice is now on level 3 instead of level 9, and it now only gives you 5 keys instead of 10.<br />
** Keymaster is now on level 8 instead of level 10, and now only gives you 20 keys instead of 50.<br />
** Thanks to zharmad for suggesting.<br />
<br />
* When we updated the game to the new version of Unity, apparently it switched our fullscreen mode into windowed borderless instead of true fullscreen mode, which performs worse. It now runs in true fullscreen mode again.<br />
** Thanks to Soupinator for reporting.<br />
** Also thanks to his workaround for v1.007: "Current workaround: use -force-opengl in the command line, since fullscreen is only broken in the Direct3D renderer, but this makes the graphics a bit fuzzy."<br />
<br />
* In an effort to make sure you actually see the various items we worked so hard to make, and to make getting loot more exciting:<br />
** Your base chance to get loot after winning a room is the same, but each time you fail the roll it goes up for next time until it succeeds.<br />
** When room-win loot would give you a consumable item (as opposed to a minor item), at various intervals it will instead give you a main-weapon, energy-weapon, or power-up item. Those intervals are randomized but controlled to ensure some rate of each.<br />
** When seeding from many of the significant item pools, the game's now fairly aggressive about not seeding the same thing more than once when there are still things that haven't been seeded. When it runs out of choices under this rule it starts over for that (group of) pools.<br />
** When you open an unlocked chest, you have a small chance of getting loot from the locked-chest pool. If this roll fails the chance goes up for next time until it succeeds.<br />
** The game is now much more aggressive at making sure it seeds all of the available reward/shop rooms before it goes back to ones it's already seeded in that run.<br />
** Thanks to Misery, Wingflier, evilution, zharmad, Matruchus, and others for inspiring these changes.<br />
<br />
* The max-health reduction from losing a condemned room or from buying an item with health are now applied after the difficulty-based health multipliers, so they don't cause greater-than-expected losses on lower difficulties.<br />
** Thanks to Jacic for reporting.<br />
<br />
* XP yield from depositing credits at a console is now multiplied by floor number, as with other XP gain.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Added a button to the test chamber screen that tries to open the Starward Rogue wiki in your browser.<br />
<br />
* Now when you have the steam overlay active, the game pauses in the same way as when the escape menu is open.<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Now when a room script is flipped on either the x axis or the y axis (but not both), any entities with passive_rotation_speed in the room act as if that value's sign were flipped.<br />
** Thanks to Tornis and Pepisolo for reporting.<br />
<br />
* The visuals for caltrops and floating debris have been updated to be a lot more visible, since some folks were having trouble seeing them.<br />
<br />
* The normal enemy health bar is now at the top where the boss health bar is (if both are shown, the non-boss one goes lower).<br />
** This also means the normal enemy health bar doesn't block other tooltip info from showing, and vice versa.<br />
** Thanks to Castruccio and zharmad for inspiring this change.<br />
<br />
* Brute now only grants a 10% bonus to attack power, not a 20% bonus. That was getting to be a bit overpowered.<br />
<br />
* The costs of items in the health sacrifice shops are now much more substantial, since the overall amounts of health players have these days is a lot higher and thus these were way too cheap to get.<br />
** Anything that cost 3 before now costs 7, things that cost 2 before now cost 5, and things that cost 1 before now cost 3.<br />
<br />
* Sideshot no longer seeds until you are two floors down.<br />
** Thanks to nas1m for reporting.<br />
<br />
* The term "reload time" has uniformly been changed to be "fire rate." Before both terms were used, which was confusing.<br />
** Thanks to Tornis for suggesting.<br />
<br />
* In recent builds, Terror Bubbles were just sitting there on Normal difficulty and down, because they had no weapons on those difficulties. Fixed!<br />
** Thanks to Cinth and Nova225 for reporting.<br />
<br />
* The impassable glass blocks that you can shoot through now no longer block line of sight.<br />
** Note: this won't help with rooms you've already entered, because the data is set up when the block is spawned.<br />
** Thanks to crazyroosterman and Misery for reporting.<br />
<br />
* Now if you've picked up an incredibility, and you pick up another, the first is dropped on the ground.<br />
** Thanks to Misery for suggesting.<br />
<br />
* The fire left by your mech when you have a hotrod system is now much larger, thus looking more interesting.<br />
<br />
* The game now uses a scaled radial dead zone of 0.25 for all analog input thumbsticks, which means that they should all "just work" now.<br />
** This is the same as they had prior to us moving to the more recent InControl asset, which was using 0.2 instead and was using an inferior algorithm.<br />
** This in particular should patch up the XBox 360 controllers that are a little worn. If any of them still have trouble, then there are now sliders inside the main Game tab of the settings window that allow you to adjust these to the needs of your particular controller.<br />
** Thanks to [ES.GR] Ziltoid Le Muet (Cpl), Sounds, lessster, Invader Xom, Rhakyr, Castruccio, beatnikbedlam, and Apathetic for reporting.<br />
<br />
== Version 1.007 ==<br />
(Released January 26th, 2016)<br />
<br />
* Fixed a bug where bouncing mines had a different damage type (Ballistic) than stationary mines (Explosive), and thus stuff that gave immunity to explosive damage didn't protect you from bouncing mines.<br />
** Thanks to waylon531 for reporting.<br />
<br />
* Now when you press E to level up, if there are any more of those big central screen messages still showing they're cleared so they don't get in the way of the level up display.<br />
** Thanks to Moonshine Fox for inspiring this change.<br />
<br />
* Made the glass pots no longer shootable by enemies.<br />
<br />
* There will no longer ever be more than one Sideshot seeded per room, thanks to a new never_seed_more_than_one_per_room flag on it.<br />
** This flag is ignored on Misery difficulty, so you can run into really brutal groups of enemies there still.<br />
** Thanks to nas1m for suggesting.<br />
<br />
* The game now properly uses aliases for some of the common center-gamepad buttons so that they all map the same way across gamepads. Aka the Menu button on the XBox One controller is the same as Start on the 360. And the View button on the XB1 is the same as the Back on the 360. That way you don't have to change your default mappings around to get those to work. Start and Select also map to those, respectively, for usage on PS3 controllers and similar.<br />
** In the past this was set up for the 360, but with the prior version we inadvertently set this up for the XB1 so that the 360 then required a remapping to a control icon that looked identical. No longer!<br />
<br />
* In windows, the game now uses XInput rather than the default wrappered unity input. This fixes a few lingering issues with the triggers on the xbox one controller in windows only (they were fine in other OSes as of last version).<br />
<br />
* The game now allows you to back out of most windows using the menu button as well as the cancel button. This has been requested for a while, actually, and isn't related to the new input interface.<br />
<br />
* Fixed up the way that the hitting escape/B/cancel to get out of the game at the main menu was not working properly in the prior version.<br />
<br />
* Fixed a number of bugs relating to the virtual gamepad cursor in the escape menu selecting the wrong thing.<br />
<br />
== Version 1.006 ==<br />
(Released January 26th, 2016)<br />
<br />
* Added new toggle to extras tab of settings window: Always Use OS Cursor<br />
** If this is on, the game never uses the gamepad "virtual cursor" even if the gamepad is in use.<br />
** Thanks to Saphirahk and nas1m for inspiring this change.<br />
<br />
* Now if the revealed minimap is so big that it overruns its borders on the escape menu, it is scaled down to at least roughly fit within it.<br />
** Thanks to Tolc for reporting.<br />
<br />
* New "Gemini siblings" enemies from community member zharmad!<br />
<br />
* Fixed a bug where shopkeeper kills were not checked for achievements because it never did the room-win logic for shops.<br />
** Thanks to Matruchus for reporting.<br />
<br />
* Fixed a bug where one of the three code-branches that checks for waking the shopkeeper was checking the thing doing the damage rather than the shopkeeper for the waking-immunity to stuff not directly fired by the player.<br />
** Thanks to Reinhark, Cinth, and Matruchus for reporting.<br />
<br />
* Fixed a null exception that could occur shortly after loading a save.<br />
** Thanks to Danjuro for reporting.<br />
<br />
* Changed the logic of using keycards to unlock all doors in the room on the other side, rather than just the door facing you.<br />
** Otherwise a shop/item-room/etc that was locked could take two keys to get "through" to the other side, and if there was literally only one available and that was between you and the boss, well...<br />
** Also changed mapgen logic so that the next-to-start item room which often spawns cannot be locked, as that can cut off other areas of the map.<br />
** Thanks to SourKiwi for reporting.<br />
<br />
* Fixed a bug where the cryofreeze and other aoe effects would try to affect invincible stuff like caltrops.<br />
** In the case of cryofreeze, this could mean a lot of unnecessary sound effects.<br />
** Thanks to dumpsterKEEPER for reporting.<br />
<br />
* Fixed a bug where the "if you destroy a health shard block in a room adjacent to an unknown secret room, reveal that secret room instead of spawning the health shard" logic was instead checking for _known_ secret rooms. Cute.<br />
** Also, now when you enter a room bordering an unknown secret room, and the room you're entering has no heath-shard blocks (that normally reveal the secret when you blow them up, if there is one to reveal), it tries to convert a normal bombable block to one of those.<br />
*** If it fails to do that, it just reveals the secret room(s).<br />
** Thanks to nas1m, Watashiwa, and many others for reporting the frustration with secret rooms not being revealed.<br />
<br />
* Now when the game is seeding pickups that go in your main gun, energy, missile, or attachment slots it will never pick what you've already got equipped at the time of the seeding.<br />
** Thanks to TheVampire100 for inspiring this change.<br />
<br />
* New enemy "Demesne" added<br />
** This is another "Fearsome" type of foe... be careful around this guy!<br />
<br />
* Fixed a potential null exception bug when starting up the game.<br />
** Thanks to mrhanman for reporting.<br />
<br />
* Backfire now always uses BOTH of it's phases instead of randomly skipping to the second one.<br />
** It also now has more HP in both phases<br />
<br />
* Now the game tracks when you pick up multiples of the same powerup (for instance, level up perks that may be picked multiple times) and displays x2, x3, etc to show that.<br />
** This won't show that for powerups picked up multiple times in older saves because it wasn't tracked.<br />
** Thanks to Kevin Feederline, FroBrodine, and waylon531 for suggesting.<br />
<br />
* Fixed an issue accidentally introduced in version 1.005 where you could only pick up perks of each type one time, which would lead to blank perk selection screens on later levels.<br />
** Thanks to Reinhark for reporting.<br />
<br />
* ItemGainChanceOnEnemyKill and ItemGainOnEnemyKill modifiers now only proc against Ship entities; so not shots or obstacles.<br />
** Thanks to nas1m for reporting.<br />
<br />
=== Keyboard / Gamepad Controls Updates ===<br />
<br />
* Updated the game engine to Unity 4.7 instead of 4.6.7.<br />
** We generally try to avoid doing engine updates unless there are benefits or bugfixes that actually impact us. Past experience has taught us that new engine bugs appear unannounced, and we prefer to avoid those when possible by staying on known-stable versions until we need to not.<br />
** That said, this new version seems to be stable, and also is required in order to support the new InControl plugin.<br />
<br />
* We have completely gutted the underlying gamepad support and rebuilt it from the ground up with the InControl asset store plugin as the underlying basis for it.<br />
** This solves the XBox One controller compatibility issues, as well as making default bindings for the playstation 4 controller and many other main controllers now automatically kick into place.<br />
<br />
* The "Fire Up" and "Fire Up (Alt)" keybinds (and their down, left, and right counterparts) now cause your energy and missile weapons to target that direction too, even if normally they would target the mouse cursor.<br />
** Thanks to dfinlay for inspiring this change.<br />
<br />
* There is a new Debug: Show Gamepad Raw Inputs option in the extras tab of the settings menu.<br />
** If this is on, then any detected raw input from your gamepads will be shown on the left side of the screen. Useful for debugging but not much else.<br />
<br />
* The confirm popup now supports gamepad left-right (on either the dpad or the analog stick) to switch between the buttons, and the execute button to simulate a click on the highlighted button.<br />
** Thanks to Cyprene for inspiring this change.<br />
<br />
* Note: these changes have caused us to need to reset all of the existing key bindings to their defaults. If you had custom mappings you will need to remap those. Apologies!<br />
<br />
== Version 1.005 ==<br />
(Released January 25th, 2016)<br />
<br />
* Now when you use the in-game delete function on a file slot, it actually replaces that file with a very small file (just containing the text "deleted") which the game treats as an empty slot.<br />
** This way, steam cloud will not "helpfully" immediately repopulate the save file.<br />
** Thanks to ProfessorPaul1290 for reporting.<br />
<br />
* Now if you get a corrupt save message you have the option (again, removed late in alpha) to keep or delete.<br />
** If you delete, it actually copies it to a backup location and overwrites the slot with a small file that the game will treat as empty but the steam cloud will not automatically copy back over.<br />
<br />
* The perk screen now continues showing the previous HUD (for stat info).<br />
** Thanks to robdon for suggesting.<br />
<br />
* The knockback_resistance stat now also applies to weapon kickback.<br />
<br />
* The RedShift mech now has full immunity to both kickback and knockback.<br />
** Thanks to Apathetic for inspiring this change.<br />
<br />
* set disappears_if_room_left to true on the antigravitate blockage shards<br />
** Thanks to Apathetic for inspiring this change.<br />
<br />
* The boss "Backfire" is now active!<br />
** This has been completely redone from the ground up from what it used to be in the alpha. Be ready to deal with it's minions!<br />
<br />
* The Warden no longer falls asleep during phase 4 of it's attack<br />
<br />
* Fixed a bug where the recently added "missiles destroy shootables without them morphing into their more-damaged states" logic was causing the pathfinding-block on shootable-A and shootable-B objects to not be cleared when they died (because it was only being cleared when the C stage died, and that was being skipped).<br />
<br />
* Fixed a bug where OnRoomSwitch effects could fire when switching from an old run to a new run.<br />
<br />
* Fixed a bug where OnRoomSwitch effects that reduced hull health on the player would not actually do any damage due to the "invincible until leaves the doorway" logic.<br />
<br />
* The Medical Emergency pickup now only does its damage when you enter a room for the first time, not every time you switch rooms.<br />
** Thanks to The Hunter for inspiring this change.<br />
<br />
* The Impatience level-up perk now won't show up on the perk menu if you are already on the last floor of the run.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* The minimap icon for major item rooms and health storage rooms now disappears if you've entered the room and there are no pickups on the floor.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Fixed a bug with QuadEE/ZMC_GlassPipes. It was possible to get a Pearl trapped inside of Glass Unbreakable blocks, which made it not shoot or be killable, making the room unexitable.<br />
<br />
* Pearls now wake on being shot.<br />
** Thanks to Apathetic, Cinth, Paladinlord10, and Watashiwa for reporting.<br />
<br />
== Version 1.004 ==<br />
(Released January 23rd, 2016)<br />
<br />
* The minimap on the escape menu now has mouseover tooltips on the individual rooms.<br />
** The tooltip also lists any items on the ground in that room, if you've been there before.<br />
<br />
* Fixed a bug where a familiar that was supposed to only be for that room would respawn if you spawned it, left before it died, and deployed another familiar.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Put in further logic to prevent shopkeepers from being aggroed (or damaged) from sleep by anything other than a player-directed shot.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Fixed a bug where chests and other animated "special objects" spawned after room completion were not having their animators set up and thus were invisible (until opened, in the chest case).<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Enemy Spawners now explode when the room is cleared.<br />
** Thanks to ptarth for inspiring this change.<br />
<br />
* The width of columns on the Statistics screen has been broadened to accommodate some of the item names being longer than they were when that screen was set up.<br />
** This also prevents the close button from overlapping the next page button.<br />
** Thanks to robdon for reporting.<br />
<br />
* Added a "Fire Main Gun" key bind, replacing the hardcoded "hold down left mouse to fire main gun" logic.<br />
** Thanks to Cyborg for suggesting.<br />
<br />
* Fixed a bug where the 5-familiar achievement was counting some familiars twice (or after they died).<br />
** Thanks to Apathetic for the report and save.<br />
<br />
* Fixed a bug where occasionally a direct-fire shot would be fired as if it were "leading" the target.<br />
** Thanks to Misery for reporting.<br />
<br />
* Fixed a bug where the logic for resetting your position after dying in the tutorial was not reopening the doors, and thus causing you to be stuck there on the threshold of the door, if you entered through one.<br />
** Thanks to Arnos for reporting.<br />
<br />
* The game is now set to internally use the en-US format, so that hopefully those using other languages on the linux platform won't have to use the workaround of launching the game with the LC_ALL=C %command% or LANG=en_US %command launch option on.<br />
** Thanks to lessster for reporting.<br />
<br />
* Now the boss intro only has the boss go halfway across the screen, and then scale up to dominate the screen before fading out.<br />
** Thanks to Omgaar for inspiring this change.<br />
<br />
* The default Steam controller recommendation should is now 'Gamepad' instead of "Gamepad with high precision camera/aiming"<br />
** Thanks to death2cupbots for reporting.<br />
<br />
== Version 1.003 ==<br />
(Released January 22nd, 2016)<br />
<br />
* Fixed a rather serious bug in the last version that was causing the player to not be able to move upon entering rooms. Err... yeah, not sure how that slipped past us. Real sorry about that. We are very tired and clearly should not be making major changes right now. Thanks for understanding!<br />
** Thanks to Isaac, Cyprene, waylon531, Apathetic, and tupelocase for reporting.<br />
<br />
* The banshee now is more aggressive with its counterattacks again. Not so much as pre-1.0, but still a lot more than in 1.0.<br />
<br />
== Version 1.002 ==<br />
(Released January 22nd, 2016)<br />
<br />
* Fixed a bug where you could fire your weapons during just-entered-room invincibility.<br />
** Thanks to Moonshine Fox and others for reporting.<br />
<br />
* The text list of powerups at the bottom right of the escape menu is now a row/grid of icons with mouseovers for the names/descriptions.<br />
** Thanks to Apathetic and donblas for inspiring this change.<br />
<br />
* A new music track has been composed for the game! FTB 629<br />
<br />
== Version 1.001 ==<br />
(Released January 22nd, 2016)<br />
* The game will no longer seed secret rooms "from" shop, item, miniboss, secret, starting, or condemned rooms to avoid doors that look like they go to nowhere, or cannot be revealed.<br />
<br />
* Fixed a longstanding bug where secret rooms were requiring a 2x2 free space on the grid instead of 1x1.<br />
<br />
* Extended the destroy-enemy-shots-on-room-clear logic to continue clearing enemy shots from the room afterward instead of just once, as there are a few things that can continue to emit shots.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Updated the changelog to point to this new page.<br />
<br />
* Fixed up a mouse input issue that was a recent consequence of a perhaps-foolish major fix to some really unusual gamepads last night, which then broke mouse support for some folks with trackpads. The new system should work for everyone, as it is more unified and gets rid of some of the legacy input code that has been weighing down the button clicking for some time now.<br />
** Basically unity has an "input" way of handling clicks and such, and a "gui" way of doing it. We used to do a hybrid of both. Now it's all the "input" type, which is better for a lot of reasons.<br />
** Thanks to nas1m for reporting.<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Early Alpha Release Notes]]<br />
<br />
.<br />
<br />
.<br />
<br />
[[Starward_Rogue:Main|Starward Rogue Main Page]]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.0_Release_Notes&diff=28164Starward Rogue:Post-1.0 Release Notes2016-05-01T17:33:10Z<p>Zogheen: </p>
<hr />
<div>Test edit<br />
== Version 1.019 ==<br />
(This isn't done yet, we're still working on it.)<br />
<br />
* New Hotrod SFX, and a added particle effect.<br />
<br />
* Upped Miniboss HP, 10% across the board.<br />
<br />
* Miniboss Tri has been significantly improved, including Hard, and Misery mode versions.<br />
<br />
* Fixed the Nanite Leeches not appearing in the GUI, once picked up.<br />
** Thanks to logorouge for reporting!<br />
<br />
* More new SFX for Crystal Mother, Spiders, Amberbarrage, Crossclaw, and RearBurstTurret. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Changed the Redshift Mech starting secondary to the Precision Railgun.<br />
<br />
* Updated the Reaper's Misery mode version.<br />
<br />
== Version 1.018 ==<br />
(Released March 28th, 2016)<br />
<br />
* Fixed a bug where homing weapons (especially ones with a homing delay) could wind up homing on the invisible bouncing mine emitters.<br />
** Thanks to Pepisolo for reporting.<br />
<br />
* Fixed a few problems with the FamiliarFollower logic that was making it rubber-band back and forth between the player and the enemy, etc.<br />
** Thanks to Pepisolo and ptarth for reporting.<br />
<br />
* Fixed a bug where a system with homing and a bullet pattern would allow the homing to work on the initial firing (it was correctly not trying to home after that; bullet patterns override homing until the pattern expires).<br />
** Thanks to Pepisolo for reporting.<br />
<br />
* Tweaked the following consumables: One Way Barricade (shot change), Tactical EMP (tweaks), Ricochet Circuit(now last for a whole floor), Stim Pack(now last for a room), Overheating System(tweaks and now last for a room), Overloading Circuit (duration increased to 30 seconds), Energy Boost Circuit (now plus 20 energy), Siphoning Circuit (new you lose 20 energy), Supernova (larger AOE on explosion, needs more work, though), Ludicrous Speed Circuit(made the speed increase more ludicrous), Carnage (upped duration to 15 seconds), AllTheRockets(increased duration to 30 seconds), ShieldsDown (increased duration to 30 seconds),Code Annihilate(slight damage increase),Code_Overdrive(increased duration to 15 seconds),Code_Defend (now last for a room), SignalTriangulator(This now reveals the boss room rather than teleporting you straight there), Beaming Probe and Incinerator Probe (tweaked to be more useful), OrbitingBattleStation (now fires multiple shots), all consumable sentries now block shots but they have limited health.<br />
<br />
* New consumable item Wormhole Journey added.<br />
<br />
* New consumable item Anomaly Detector added.<br />
<br />
* Changed Autocannon Minibot to a use the FamiliarFollower (pathfinding) behavior.<br />
<br />
* New BullRush,BullDog, and Battleswarm SFX. New Spine Ballista SFX. Fixed Pressure Shotgun audio typo. Thanks to Goldenwolf for helping me with this!<br />
<br />
== Version 1.017 ==<br />
(Released March 17th, 2016)<br />
<br />
* PathfindingAttacker enemies now update their paths more frequently.<br />
** Thanks to Pepisolo and ptarth for suggesting.<br />
<br />
* Tweaked the Riot Suppressor for performance and balance. Shots no longer pierce walls. Slight damage decrease.<br />
<br />
* Improved the Hunter Killer weapon.<br />
<br />
* Overhauled the SerratedSpineLauncher. It now causes toxic bleeding.<br />
<br />
* Overhauled Purifying Nova. It's a lot more visually satisfying now, and also clears enemy shots.<br />
<br />
* More SFX work. New Fencing Needle and Caliburn SFX. Added new Paragon, Reaper, Bastille, Arcoris, Hunter and Tri SFX. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Fixed a bug where not setting modifiers_applied_to_nearby_entities_max_simultaneous_affected (thus leaving it at the default of zero) would cause NearbyEnemies modifiers to never be applied to anything. Now the default functions as "no limit".<br />
** Thanks to ptarth for reporting.<br />
<br />
* Added to system:<br />
**deflected_shots_inherit_speed (bool)<br />
***only meaningful if deflects_shots is true, makes affected shots go the same speed as the shot deflecting them<br />
**deflected_shots_inherit_angle (bool)<br />
***only meaningful if deflects_shots is true, changes the angle of affected shots to match the shot deflecting them<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* Preliminary Hard and Misery mode Hunters added, although more work is needed. More Hunter tweaks.<br />
<br />
* Fixed some missing SFX caused by typos.<br />
<br />
* Glass walls and disrupted regenerating walls no longer cause shot-spawn to be offset from them, since the shots can pass through them anyway.<br />
** Thanks to samnainocard and Pepisolo for reporting.<br />
<br />
* On system, added:<br />
**shot_homing_delay (float)<br />
***if set, the shot won't start homing until this many seconds after spawning<br />
***only meaningful when combined with shot_homing_range<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* Fixed a bug where cue_time > 0 would prevent shots_per_salvo > 1 from having any impact (it would just fire one shot).<br />
** Thanks to ptarth for reporting.<br />
<br />
* Kickback now happens after cue-time is complete, and after all shots in the salvo have been fired.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Adjusted the upper-left "Main Menu" label on the "after loading a file slot" screen to match the position of the "File Select" label on the previous screen.<br />
** Thanks to kingisaaclinksr for reporting.<br />
<br />
* Removed support for "periodic movement modes" because, though spec'd out and implemented in some detail during development, they were never actually used in the released game and are generally very buggy. Whatever we might want to do using these could instead probably work via movement controlling bullet patterns, etc.<br />
<br />
* Now that folks have had a chance to get used to the weird test-chamber button order of "[Cancel] [OK] [BLANK] [Wiki]", we're switching it to the more reasonable but now strange "[Wiki] [Blank] [Cancel] [Okay]".<br />
** Thanks to ptarth for suggesting.<br />
<br />
* New main weapon Smart Gun added.<br />
<br />
* Two new varieties of Bulldog and Bullrush added.<br />
<br />
* Added Banshee performance improving flag.<br />
<br />
* Changed any "ammo" references when referring to energy weapons to "energy".<br />
<br />
* Weight Optimization reworked to modify enemy movement speeds.<br />
** Thanks to Discotech and logorouge for reporting.<br />
<br />
* Added two more Arcoris variations.<br />
<br />
* Tweaked some of the guns. Fixed a missing Cluster Launcher mech gun image.<br />
** Thanks to Goldenwolf for the feedback!<br />
<br />
* Improved the Nanite Leeches to have more presence. It now fires 8 homing leeches.<br />
<br />
== Version 1.016 ==<br />
(Released March 8th, 2016)<br />
<br />
* More SFX work. New Incinerator, Twin Machineguns, Precision Railgun, Splitfire Cannon, Venomous Stinger, Riot Suppressor, NarcoStinger, BoomerangNeedler,TorpedoCannon, Deleter,HolyFire, HunterKiller, GravityCannon, Corona and Detonating Rose explosion SFX. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Improved handling of ricochets to avoid cases where shots just disappear on hitting a wall.<br />
** Thanks to ptarth for extensive testing and feedback on this.<br />
<br />
* Turned the Hornet Nest SFX volume down a bit. Also did the same for the Guardian Gun, Fragment Cannon, Cluster Launcher, Phaser and the Translocator.<br />
** Thanks to Krysle Quinsen, Econael, and Crolley for the feedback!<br />
<br />
* Fixed a bug where your familiars could auto-target bouncing mine emitters, which are invisible and can't be hit anyway.<br />
** Thanks to Pepisolo and Solar Marine for reporting.<br />
<br />
* Fixed a bug where familiar-based weapons couldn't harm wake-on-shot enemies (like facerippers) at all, even after the enemy was awake.<br />
** Thanks to crazyroosterman, Cinth, and Pepisolo for reporting.<br />
<br />
* Increased Guardian Blaster width. Tweaked Raincannon colour. Tweaked Suppressor shot size and colour. Improved the Grapeshot. Now fires a burst of shots. It's now a limited ammo, but high power weapon. Tweaked Precision Railgun. Improved the Splitfire Cannon. Also improved Narcotics Stinger.<br />
<br />
* Overhauled Venomous Stinger. It now infects enemies, and infected enemies explode into a pool of venomous sludge upon death.<br />
<br />
* Made it very unlikely to slide through a one-way tile next to a wall by running into the wall.<br />
** Thanks to Pepisolo and ptarth for reporting.<br />
<br />
* Put in some code to hopefully prevent some issues with loading sounds in some cases.<br />
** Thanks to Econael, Amitiel, and samnainocard for reporting.<br />
<br />
* Some mapgen-related error messages are now silent log entries because there's already recovery mechanisms in place to make sure the player gets a fully formed dungeon.<br />
** Thanks to TuxedoBra for reporting.<br />
<br />
* Changed various items from "add/subtract missiles/energy/whatever at a massive rate for a very short period of time" behavior to simply adding/subtracting a large amount, so that the effect would show up immediately even when you're playing RedShift and time isn't normally passing.<br />
** Notably, the missile refill effect from Arms Race.<br />
** Thanks to Solar Marine, Cinth, ventifer, and ptarth for reporting.<br />
<br />
*Added new attribute to xml schema for bullet node: initial_angle_is_absolute (bool)<br />
**makes the initial angle of the bullet not be relative either to the angle from the firing entity to the target entity or to the rotation of the firing entity<br />
**Thanks to ptarth for suggesting.<br />
<br />
* Redid Reaper Hard mode, Misery mode version also added, but this may need something a bit extra.<br />
<br />
* Fixed a bug where EntityModifierType.DoubleItemGainChance (used by "Major Coinage" and "Wishing For More Wishes") was working for all item types, not just the one specified.<br />
** Thanks to Solar Marine and ptarth for reporting.<br />
<br />
* Added new FamiliarType: PtarthianOrbit<br />
** Behaves like SimpleCircleOrbit, but doesn't try to automatically space out the familiars in a ring. 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 />
** Thanks to ptarth for inspiring this change.<br />
<br />
* Added new sub-node type for entity nodes: familiar<br />
** Basically this is like adding something to the end of the "familiars" list that's already there, but allows you to set some additional info.<br />
** Attributes:<br />
***type (entity)<br />
****the actual familiar type, same as if you'd put it in the "familiars" list<br />
***minimum_difficulty (DifficultyType), maximum_difficulty (DifficultyType)<br />
****the lowest and highest difficulty where this entry will be considered (default: always consider)<br />
***chance_out_of_100 (int)<br />
****if this is set, and set to a value less than 100, each time it considers spawning this familiar it only has this % chance of actually doing so<br />
***radius (int)<br />
****only meaningful with PtarthianOrbit, sets the radius of the circular orbit<br />
***starting_angle (float)<br />
****only meaningful with PtarthianOrbit, sets the starting position on the circular orbit, in terms of degrees around the circle<br />
***rotation_reversed (bool)<br />
****only meaningful with PtarthianOrbit (works for SimpleCircleOrbit, but is weird there), if set this makes the familiar rotate in the other direction than it would normally<br />
***override_degrees_per_second (float)<br />
****only meaningful with PtarthianOrbit (works for SimpleCircleOrbit, but is weird there), if set this overrides the speed of the orbit (which is normally based on the familiar's speed); you can use negative values instead of the rotation_reversed flag if desired<br />
***suppress_line_of_sight_check (bool)<br />
****only meaningful with PtarthianOrbit, SimpleCircleOrbit, and NormalOrbit, if set this causes the familiar to skip the normal "don't fly through walls" logic<br />
*****if you know the familiar will always be in an open space where it doesn't need to check this, or if you want it to fly through walls, this flag helps lower the CPU cost of the familiar because it's not having to do LOS checks every frame<br />
<br />
* Made the Repulsive Hornet Mine available for seeding in the game, as it was the only starting Mech secondary not to be available. Regular Hornet Mine no longer seeds as Repulsive Hornet Mine is just a much better version.<br />
<br />
* Now when you use a teleporter, instead of doing a full refresh on your familiars it just relocates the normal-ship-behavior familiars to you (the other types always orbit you anyway).<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* New shot graphic for Flamethrower type systems.<br />
<br />
== Version 1.015 ==<br />
(Released February 25th, 2016)<br />
<br />
* New Enemy Aegis added. 4 variations<br />
** Thanks to community member Hearteater for creating these!<br />
<br />
* Correct icon added for the Masochism consumable.<br />
** Thanks to ScrObot for reporting!<br />
<br />
*Orbital familiar hijinks have been sorted out. They'll fight fairly for now.<br />
** Thanks to everyone who reported for reporting!<br />
<br />
* Entities with ship_category="RandomFloatingChunksOfStuff" (i.e. antigravitate blockade shards) can no longer proc health-on-kill or item-on-kill modifiers.<br />
** Thanks to Ayrix and dfinlay for reporting.<br />
<br />
* Fixed a bug where the "kill final boss with all mechs" achievement (and similar one for super-final boss) considered the tutorial mech as in that group.<br />
** Thanks to pmkenny1234 for reporting.<br />
<br />
* Fixed a bug where progress on the "kill final boss with all mechs" achievement (and similar one for super-final boss) was not being tracked properly.<br />
** Note: if you've gotten a kill-final/superfinal-boss-with-specific-mech achievement, and you load an old save, it will update the progress tracking for these kill-with-all achievements.<br />
** Thanks to pmkenny1234 for reporting.<br />
<br />
* Starting work on the SFX overhaul (which will take a long time to complete, bit by bit). New Banshee, Anangu, Energy Shield Module, TurboBlaster, Translocator, Railgun, PhaserGun,SplinterCannon,HornetNest,GrenadeLauncher,ClusterLauncher,PoisonedKnife,GuardianGun SFX added. Thanks to Goldenwolf for helping me with this!<br />
<br />
* 14 more new rooms added.<br />
** Thanks to community member Reath for creating these!<br />
<br />
* A few of the weedier enemies in CMP_EnemyShips have been set to not seed later in the game. Facerippers, for example, seem too weak to be seeding on later floors.<br />
<br />
* Set the few reticule based items to not seed until they are overhauled as they don't work very well on joypad.<br />
<br />
* Lots of tweaks to the main gun upgrades. More main gun upgrade tweaks.<br />
<br />
* Overhauled the Disruptor energy weapon, including new SFX. It is now a shorter range spread shot that disrupts enemy movement and fire rate. The longer you hold the burst, the stronger the disruption.<br />
<br />
* Viper Difficulty Reduction<br />
** Slowed Homing Shots<br />
** Decreased Homing Shot Homing Range<br />
** Changed color patterns so that Red, BurningRed, and Purple are only on homing shots.Red Snakes = Bad Snakes!<br />
** Added Egg shot to produce the Snake Shots (previously was invisible)<br />
** Added do_not_do_rest_of_logic_on_early_death to egg shot. Kill the egg, and the baby snake dies.<br />
<br />
== Version 1.014 ==<br />
(Released February 19th, 2016)<br />
<br />
* Flame tank mech has had it's main weapon rebalanced a bit<br />
<br />
* Blade Module is now found only in the secret room, instead of the sacrifice room<br />
<br />
* Tactical Nuke now does 650 damage and a guaranteed crit<br />
<br />
* Basic Drone now costs 90 credits instead of 20<br />
<br />
* STG-4377 damage has been lowered, and it's spread has been widened, and it no longer has infinite range<br />
<br />
* Big Leaky Battery's energy drain effect is now slightly faster<br />
<br />
* MajorCoinage now has a 40% chance of activating instead of 100%<br />
<br />
* Charger's attack range has been reduced<br />
<br />
* Labyrinth's chaser shot no longer dies on contact with the player<br />
<br />
* Missiles now explode on the very first shot they hit (they should be better at deflection now)<br />
<br />
* Combat Shield's energy cost slightly reduced<br />
<br />
* Multiple exploits have been negated in the fight with Terminus<br />
** The teleporters in the room are now one-way, and you cannot wake the boss with bullets from that location, or even damage it from there; you must step out of the teleporter to wake it<br />
** In addition, Terminus is now completely invincible as long as either of it's two guardians are in the room. If you try to skip them by running through them to the teleporters, you'll permanently trap yourself in an unwinnable state. No cheating, now...<br />
<br />
* Glassbreaker's sacrifice cost reduced by 1<br />
<br />
* Incineration module damage increased to 100<br />
** It also has a damage cap though, which is also 100<br />
<br />
* Consumable "Code: Overdrive" has had it's effective duration doubled<br />
<br />
* Battalion enemy now does not spawn until floor 6<br />
<br />
* The Corrosive Drone shots were intercepting other shots making it super OP. Fixed this so that they no longer intercept other shots.<br />
** Thanks for Pardinuz for reporting!<br />
<br />
* Escape now closes the Credits window.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Now switching between a secret room and a room with door-closing enemies does not restore your shields.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
* Magnetic shot drift no longer happens in shop rooms, to avoid accidents with the shopkeeper.<br />
** Thanks to ventifer for reporting.<br />
<br />
* Three varieties of new enemy Blademorph added. Thanks to community member Zharmad for creating these!<br />
<br />
* Updated the repulsive hornet mine to a more high res shot image. Also did the same for the grenade launcher and gravity cannon shot. Added variant colour flea guard shots.<br />
<br />
* Tweaked phase 1 Invader health and revenge spawner fire rate.<br />
<br />
* Deadly Viper enemy recategorized as a Fearsome_7x7<br />
<br />
* Shred Guardians recategorized as Wanderer_3x3<br />
<br />
* Reactive Blast Module is now the Reactive Shock Module<br />
** Instead of creating an explosion, it now creates a short range shockwave to clear bullets around the player<br />
** It now also can appear in the Defensive Shop, with a credit cost of 65<br />
<br />
* Added two more varieties of Krill Spitter<br />
<br />
* Labyrinth's chaser shot can no longer be cancelled<br />
<br />
* Enemy orbital familiars no longer render before you fully enter the room, since their orbiting offsets aren't set up until after you enter and that led to them rendering in weird places.<br />
** Thanks to dfinlay, Misery, ptarth, and dumpsterKEEPER for reporting.<br />
<br />
* Fixed some annoying cosmetic things with Reaper. Fixed it so that the Hunter nets bounce off walls more reliably.<br />
<br />
* Overhauled the Narcotics Drone to be more desirable. It now attacks of its own accord and its debuffs occur more frequently.<br />
<br />
* Tweaked Narcotics Drone description. Reduced the Corrosive Drone Size.<br />
<br />
* Added a description to the Masochism probation.<br />
** Thanks to ScrObot for reporting and Cinth for coming up with the description.<br />
<br />
* Fixed the Keyprentice and Keymaster perks.<br />
** Fix provided by Cinth! Thanks!<br />
<br />
* Added new drone Kamikaze Minibot. Available from all good retailers. -- Note, Kamikaze Drone had to be pulled due to a bug. If you still want to try it out, remove is_not_ready_to_seed="true" from the Kamikaze Minibot xml in Dayton_PowerUps.xml. It currently has issues going through teleporters. Sorry!<br />
<br />
* Corrupting Power Incredibility no long kills players on pick-up.<br />
** Also fixed the issue with Corrupting Power not dropping if you picked up another incredibility.<br />
** Thanks to dfinlay for the report.<br />
<br />
* Changed the room BGS_KickingTheHive so that there is less backtracking needed.<br />
** Thanks to Reath for reporting!<br />
<br />
* Reduced the Drone size across the board a little.<br />
<br />
* New Drone Autocannon Minibot added.<br />
<br />
* Fixed the issue with the Sacrifice shops. No more unexpected deaths from this source!<br />
<br />
* Fixed the broken Energy Shield module. A little more work is needed before it's completely polished, though.<br />
<br />
== Version 1.013 ==<br />
(Released February 10th, 2016)<br />
<br />
* Added 14 new rooms courtesy of community member Reath. Thanks, Reath!<br />
<br />
* New entity attribute:<br />
** pick_up_even_if_wastes_resources (bool)<br />
*** if set, this item can be picked up even if it grants health/items that the player can't benefit from because they're at max<br />
*** useful if that health/item grant is just a secondary effect and you want the primary effect to always be available<br />
** Thanks to Cinth for inspiring this change.<br />
<br />
* Now when you take a shield hit you glow blue instead of red.<br />
** Thanks to nas1m for suggesting.<br />
<br />
* Now if there's both enemies and a power generator in the room, simply defeating the enemies will open the doors but will not cause the room to be considered "won" (which is what defines the normal trap-shutdown behavior, etc).<br />
** Thanks to Enrymion and Misery for suggesting.<br />
<br />
* Viper enemy code has been improved, and modified to have better performance. Thanks, Ptarth for creating these changes!<br />
<br />
* MetalGrinder now comes with an extra sneaky attack. Thanks for creating the changes Ptarth!<br />
<br />
* New Enemy, Krill Spitter added courtesy of community member Ayrix. Thanks for creating the enemy Ayrix!<br />
<br />
* Added EffectType.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 />
** it's now used instead of InventoryChangePerSecond for those cases<br />
** Thanks to Maurog, Danjuro, zharmad, and LaGrange for inspiring this change.<br />
<br />
* The cheap item shop rooms no longer contain glass shootables, but instead now have caltrops in those places. This way you don't accidentally shoot the shopkeeper, but it's also a visual clue as to the type of shop (each type of shop has its own little object sort as a visual clue).<br />
** Thanks to Cinth for suggesting.<br />
<br />
*Risky Assassin no longer kills you when you pick it up with hull damage.<br />
*Risky Assassin now also will remember where your Max HP is so if you decide to swap it out later, you aren't stuck with 1/1 HP.<br />
** Thanks to Cinth for creating this fix!<br />
<br />
* Tweaked Bullet Drone, and overhauled Corrosive Drone to be more desirable.<br />
<br />
* Changed the misleading description of the Berserker level up perk.<br />
** Thanks to Whiskeh and Cinth for reporting.<br />
<br />
* Fixed a bug where there were very, very few bosses that could actually seed on floor 6, and some simply couldn't seed at all (being restricted to floor 7, which always has... something else), and others could only seed if you'd satisfied certain conditions. This led to no boss room on floor 6. A clever trick on part of the game, but we're nerfing that strategy.<br />
** Thanks to Samichama, zharmad, zekafonss, Cinth, and others for reporting.<br />
<br />
* Put in some extra checks in mapgen to prevent giving you floors with no boss rooms.<br />
** This won't fix old runs, since the mapgen for all the floors in that run is already done there. But future runs will benefit from this.<br />
** Thanks to Samichama, zharmad, zekafonss, Cinth, and others for reporting.<br />
<br />
* Halved the lifespan of the Shred Guardian blades so that they don't overstay their welcome.<br />
** Thanks to Discotech for the feedback!<br />
<br />
* Overhauled Tag Team drone. It now pathfinds to the player so it doesn't get stuck, and its shots don't obscure your vision as much as it used to. It's easier to use as a DPS booster now.<br />
<br />
* Added new enemy Anangu Initiate and variant Anangu Warrior. Thanks, Zharmad for creating these enemies!<br />
<br />
* Added Hard Mode system for Reaper.<br />
<br />
* Started looking through the secondary weapons systems for missing sound effects (and adding some if missing, of course). Also tweaked a few shot images, one was using excessive scaling so swapped it for a higher resolution image. (note to self: I'm up to Grapeshot in the item pickup xml)<br />
<br />
* Updated the Abmoog Shield enemy to not look like the ram, which might be confusing for the player. Thanks for creating the change, Ptarth!<br />
<br />
* Added a confirm-popup when starting a tutorial while you have an active non-tutorial run going in the same file (as it overwrites that active run).<br />
** Thanks to Kevin Tang for inspiring this change.<br />
<br />
* Now when you buy a health-cost item it increases the cost of future health-cost items during that run by 2. Stacks.<br />
<br />
* Now when zamboni-behavior enemies (like the blind lady enemies) are nudged by a one-way-arrow tile they treat it as a wall collision and so should reverse direction, etc.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Now when you gain max health via shard pickups it will give you a big central screen message to that effect (once you're out of battle, same as when you level up)<br />
** Thanks to Moonshine Fox for suggesting.<br />
<br />
* Now when you pick up health/missiles/health-shards/keycards/credits there's a little floating text near you to that effect.<br />
** XP was already being announced in a similar way near either the thing killed (if you gained the XP that way) or near you (if it's from an XP pickup or a deposit box).<br />
** Thanks to Moonshine Fox for suggesting.<br />
<br />
* Gain-health-on-kill and gain-item-on-kill modifiers no longer proc when killing enemy familiars and stuff from enemy spawners.<br />
** Thanks to Cloud51023 for reporting.<br />
<br />
* Invader Boss upgraded to version 4.0! The boss now has multiple stages, and has been improved for all difficulties. Thanks, Ptarth for creating the changes!<br />
<br />
* The in-game credits now properly thank the alpha testers, the community contributors, and note Erik as being involved in the game design.<br />
<br />
*Beast Mode: Reduced to 20% attack power. It was previously 40% attack power.<br />
<br />
*Anger Protocol: Reduced to 20% attack power. It was previously 25% attack power.<br />
<br />
*Large and in Charge: Reduced to 20% attack power. It previously was 25% attack power.<br />
<br />
*Changed flags on Harmony and Rocket Man to not show up with other power-ups in the pause menu. Probation items display their status on the primary screen and this was causing confusion.<br />
** Thanks to LaGrange for the report and Cinth for the fixes!<br />
<br />
* The obstacle lasers are now more enthusiastic about doing their job, in terms of hit detection and frequency of checking, so that even if you sprint across them you will be much more likely to take damage.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Both versions of the Mirror boss are now more dangerous and more tanky, and now have their own unique Hard Mode patterns.<br />
<br />
* Fixed a bug where gamepad/keyboard aiming of melee primary weapons didn't really work because it wasn't using the mouse version's rule of "always act like it has at least 30 range for angle computations".<br />
** Thanks to Cinth for reporting.<br />
<br />
* Improved the responsiveness of gamepad/keyboard firing to aim in the direction specified even for the first shot (which previously tended to go towards wherever you were facing before pressing the button).<br />
<br />
== Version 1.012 ==<br />
(Released February 2nd, 2016)<br />
<br />
* Got rid of the diagonal wall smoothing from the prior version. Two or three days of working on that and it's just not tenable.<br />
** Thanks to Cinth and ghoti221 for reporting.<br />
<br />
== Version 1.011 ==<br />
(Released February 2nd, 2016)<br />
<br />
* New enemies, Viper, Vicious Viper, and Deadly Viper integrated. Vicious starts seeding on floor 3. Deadly starts seeding on floor 5.<br />
** Thanks to Ptarth for creating these enemies!<br />
<br />
* Player collision with angled walls is now a lot smoother.<br />
<br />
* Starward Rogue has now been migrated to Unity 5.3.2, up from version 4.7 just a week or so ago. We are moving to Unity 5 with our next project, and thus we finally had a reason compelling enough to upgrade our unity 3D licenses. With that it thus made sense to also get Starward Rogue on the very latest and greatest.<br />
** Overall this doesn't make a whole lot of difference to the game itself, to be honest. But it may have some slightly better compatibility on linux and osx.<br />
<br />
* One new benefit of being on unity 5 is that the game now is able to lock the cursor to the window when you are playing in windowed mode or on fullscreen in multiple monitors. This unfortunately only works on linux and windows for some reason (this is the stated support level in unity 3d), and on windows it's still possible to grab the title bar and the other resize bar bits. But it's still vastly better than before.<br />
** We have it set so that it doesn't lock your cursor until it detects a keypress inside the game itself, and it disables itself if you open the menu or hit the cancel button.<br />
<br />
* The hitboxes for all the mechs are now half as large as they were before. This is more in line with most SHMUPs and Isaac and a number of other games, and allows for more precision play.<br />
<br />
* Updated the Demesne enemy substantially in order to make it both use higher-performance shot logic as well as not use so incredibly many shots. It was definitely a big drain on performance in any room it was in.<br />
<br />
* A completely new variant of Shred Guardian has been added, plus some balance fixes for the other variants.<br />
** Thanks to Ptarth for creating the new variant and providing the balance tweaks!<br />
<br />
* Added a new settings option to the extras tab:<br />
** Debug: Check XML Validity<br />
*** If this is on, then when XML files are read in it will check to see if there are any attributes that refer to nonexistent features. These generally indicate typos or other xml errors. This doubles the amount of time it takes to parse the xml, though, so it's off by default (it's still fast either way).<br />
** This solves some minor performance issues introduced in version 1.010 when this was added. However it's not related to the overall larger hitching.<br />
** A bug relating to this has also now been fixed that was wasting about 50MB of RAM, and this bug may have been the cause of the overall hitching we started seeing in 1.010.<br />
<br />
== Version 1.010 ==<br />
(Released January 30th, 2016)<br />
<br />
* The way that the completion percentage is calculated has been massively updated to now include your perfections against bosses, your wins with incredibilities, and so on.<br />
<br />
* The full 7-floor runs now unlock after 3 runs rather than 10.<br />
** We originally did it as 10 because another popular game in the genre does that. But lately we've been getting frustrated at how long it takes before players are even able to see that awesome content that comes after beating The Warden three times. For a youtuber or a twitch streamer it's really quite a time investment to even consider it.<br />
** Thanks to dfinlay for giving us the kick in the pants to actually make the shift, though. :)<br />
<br />
* Fixed a scripting mistake on Cheapskate.<br />
** Thanks to sherpajack for reporting.<br />
<br />
* Added an attribute to entity nodes: frequency_in_enemy_seeding (int, default 100)<br />
** this is actually an alias to frequency_in_item_pools, which now also impacts normal enemy seeding frequencies, but this name would make more sense in the xml for enemies<br />
<br />
* Fixed a bug where the "win run having held incredibility X since Floor 1" achievements weren't working because they were requiring you to pick the item up on Floor Zero... um, yea, sorry.<br />
** Thanks to Soupinator for reporting.<br />
<br />
* Fixed a bug where the statistics window wouldn't respond to the Cancel or OpenMenu keybinds, and thus couldn't be closed via controller.<br />
** Thanks to Reath for reporting.<br />
<br />
* Now if you somehow get stuck completely outside the room's boundary rectangle it will gradually bump you into it, to avoid it being a bricked run.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Fixed a bug where in the rare cases that floor generation just couldn't come up with something after a hundred tries, you could get a partial run generated but not the whole thing. Now in those cases it just rerolls the whole dungeon, and keeps jolly well doing so until it finishes one properly.<br />
<br />
* Fixed a bug where floorgen would sometimes allow mismatched door connections, which could leave you stuck in a wall if you went through one. Now it throws those floors back.<br />
<br />
* Now when you use a mysterious circuit you didn't know about yet it displays a message in the upper-left with the name and description of the now-known circuit.<br />
<br />
* Setting a bullet pattern loop's iterations to zero just has it never execute its body now, instead of acting like iterations="1".<br />
** Thanks to ptarth for suggesting.<br />
<br />
* Halved the frequency at which Tiny Transport seeds.<br />
* Further reduced the frequency at which Tiny Transport seeds. They should be pretty rare now. Slightly reduced the amount of drops each one can give. Credit Tiny Transport now drops 3 credits per drop in order to balance the usefulness of its drops compared to the other two varieties of ship.<br />
** Thanks to Dfindlay and Amitiel for the feedback.<br />
<br />
* Now when the game is loading xml content, it checks afterward to see if there's any data (specifically, attributes) it didn't use, and if it finds any it fusses in a short message in the upper-right message log and dumps the details to UnrequestedXMLAttributes.txt<br />
** Bear in mind that the message log doesn't show on the title screen, but does show on the file select screen.<br />
** Thanks to ptarth, zharmad, Misery, and many others for inspiring this change.<br />
<br />
* The text shown near the top for active probations has been cleaned up to not have stray zeroes and weird descriptions and so on.<br />
<br />
* Some updates have been made to the input handling to fix an issue where the custom dead zones were apparently not being properly applied to the left and right thumbsticks in all cases, particularly on linux -- but in general possibly on most cases where xinput is not being used.<br />
** Thanks to HerrGnatz and PoloBaquerizoH for reporting.<br />
<br />
* Added a new Shred Guardian courtesy of community member ptarth.<br />
<br />
* Fat Bullets is now Precision Ammo - Bullets are 25% smaller but also deal 20% more damage.<br />
<br />
* Enormous Bullets is now Contaminated Ammo - Bullets poison enemies for 50 damage over 2 seconds.<br />
<br />
== Version 1.009 ==<br />
(Released January 28th, 2016)<br />
<br />
* Expanded the new "does not block sight even though it blocks pathing" thing to a bunch more room features; the enemies may not actually be able to _hit_ you while you're hiding behind that laser emitter, but they can try. And have a much better chance than if you were actually behind a solid wall.<br />
<br />
* Added new attribute to the bullet pattern "loop" node: take_pants_off_head (bool)<br />
** This suppresses, for this loop tag, the longstanding (all the way back to TLF) bug where on iterations after the first it would often skip the first action in the loop.<br />
** For the less sarcastic content contributors, you can use an alias for this new attribute: suppress_loop_bug<br />
** This defaults to false because many of the existing loop tags would cause infinite-loop behavior if the bug were fixed for them.<br />
** Thanks to ptarth, Misery, and others for reporting.<br />
<br />
* Added stats for how many runs until you unlock 7-floor runs, and for which incredibilities you've won a run while holding.<br />
<br />
* Energized Glass Hull is now disabled (likely to be removed unless it it re-worked). <br />
** New Incredibility - Corrupting Power : Gain a high amount of max energy and you will regenerate energy over time... but at what cost? ;)<br />
<br />
* A new "metal grinder" deadly pursuer enemy has been added to the game.<br />
** Credit to community member ptarth for yet another awesome creation.<br />
<br />
* A new "Tiny Transport" enemy has been added to the game.<br />
** Tiny Transport. These are kind of like the health and potion gnomes from Golden Axe; the more hits you can get in on them before they explode, the more drops you get.<br />
<br />
* A number of OSX controller incompatibilities (and linux ones as well) should now be solved. We had not noticed that were were a preponderance of preprocessor compiler directives in the InControl code, rather than using Application.platform. Given we compile on windows, this created a problem. We've shifted everything over to be compile-computer-agnostic, so presumably those issues (they were actually missing bindings) should be fixed.<br />
** Please do let us know if this doesn't do it, though. We haven't actually had a chance to test it out in the situations that were an issue before. It's been a... trying... day.<br />
** Thanks to Sounds, Sounds of Silence, beatnikbedlam, lessster, and RuySan for reporting.<br />
<br />
== Version 1.008 ==<br />
(Released January 27th, 2016)<br />
<br />
* Kill tracking for multi-stage entities now only happens when the final stage dies, and it tracks under the first stage's name.<br />
** This avoids a problem where you got "credit" for killing a boss when you'd only killed the first stage, even if you then died before winning the fight.<br />
** Thanks to Danjuro for inspiring this change.<br />
<br />
* Fixed a bug where the difficulty of the tutorial was being set according to the last run of the test chamber (which is basically just for devs and modders), and since the tutorial is the first thing that runs when you start a new file it could result in all your new files being set to Misery difficulty without you realizing it.<br />
** This may have only impacted a certain developer who was wondering why he was suddenly so bad at this game.<br />
<br />
* The game is now way more aggressive about using different room scripts for rooms of the same general type, until it runs out of "new" ones and then it just starts over.<br />
<br />
* The energy bar in the lower-left now shows your actual current and max amount of energy.<br />
** Thanks to Ljas for suggesting.<br />
<br />
* Now any inventory item type (missiles, energy, etc) that has a maximum cannot have that maximum modified below 1. Otherwise when it hit zero it just becomes "no max" and doesn't work right.<br />
** Thanks to Nargasse for reporting.<br />
<br />
* The minimap now doesn't show icons for missiles or credits left in a room if you're at max capacity for those items.<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Fixed a bug where weapons with shots_per_salvo > 1 and placed in a system offset would not properly offset the secondary shots.<br />
** Thanks to ptarth for reporting.<br />
<br />
* There's now a short "Victory!" display after you win a run, followed by a fade to black, rather than dumping you straight to the menu when the last floor boss dies.<br />
** You are invincible during this time.<br />
** Thanks to Ljas and zharmad for inspiring this change<br />
<br />
* Keyprentice is now on level 3 instead of level 9, and it now only gives you 5 keys instead of 10.<br />
** Keymaster is now on level 8 instead of level 10, and now only gives you 20 keys instead of 50.<br />
** Thanks to zharmad for suggesting.<br />
<br />
* When we updated the game to the new version of Unity, apparently it switched our fullscreen mode into windowed borderless instead of true fullscreen mode, which performs worse. It now runs in true fullscreen mode again.<br />
** Thanks to Soupinator for reporting.<br />
** Also thanks to his workaround for v1.007: "Current workaround: use -force-opengl in the command line, since fullscreen is only broken in the Direct3D renderer, but this makes the graphics a bit fuzzy."<br />
<br />
* In an effort to make sure you actually see the various items we worked so hard to make, and to make getting loot more exciting:<br />
** Your base chance to get loot after winning a room is the same, but each time you fail the roll it goes up for next time until it succeeds.<br />
** When room-win loot would give you a consumable item (as opposed to a minor item), at various intervals it will instead give you a main-weapon, energy-weapon, or power-up item. Those intervals are randomized but controlled to ensure some rate of each.<br />
** When seeding from many of the significant item pools, the game's now fairly aggressive about not seeding the same thing more than once when there are still things that haven't been seeded. When it runs out of choices under this rule it starts over for that (group of) pools.<br />
** When you open an unlocked chest, you have a small chance of getting loot from the locked-chest pool. If this roll fails the chance goes up for next time until it succeeds.<br />
** The game is now much more aggressive at making sure it seeds all of the available reward/shop rooms before it goes back to ones it's already seeded in that run.<br />
** Thanks to Misery, Wingflier, evilution, zharmad, Matruchus, and others for inspiring these changes.<br />
<br />
* The max-health reduction from losing a condemned room or from buying an item with health are now applied after the difficulty-based health multipliers, so they don't cause greater-than-expected losses on lower difficulties.<br />
** Thanks to Jacic for reporting.<br />
<br />
* XP yield from depositing credits at a console is now multiplied by floor number, as with other XP gain.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Added a button to the test chamber screen that tries to open the Starward Rogue wiki in your browser.<br />
<br />
* Now when you have the steam overlay active, the game pauses in the same way as when the escape menu is open.<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Now when a room script is flipped on either the x axis or the y axis (but not both), any entities with passive_rotation_speed in the room act as if that value's sign were flipped.<br />
** Thanks to Tornis and Pepisolo for reporting.<br />
<br />
* The visuals for caltrops and floating debris have been updated to be a lot more visible, since some folks were having trouble seeing them.<br />
<br />
* The normal enemy health bar is now at the top where the boss health bar is (if both are shown, the non-boss one goes lower).<br />
** This also means the normal enemy health bar doesn't block other tooltip info from showing, and vice versa.<br />
** Thanks to Castruccio and zharmad for inspiring this change.<br />
<br />
* Brute now only grants a 10% bonus to attack power, not a 20% bonus. That was getting to be a bit overpowered.<br />
<br />
* The costs of items in the health sacrifice shops are now much more substantial, since the overall amounts of health players have these days is a lot higher and thus these were way too cheap to get.<br />
** Anything that cost 3 before now costs 7, things that cost 2 before now cost 5, and things that cost 1 before now cost 3.<br />
<br />
* Sideshot no longer seeds until you are two floors down.<br />
** Thanks to nas1m for reporting.<br />
<br />
* The term "reload time" has uniformly been changed to be "fire rate." Before both terms were used, which was confusing.<br />
** Thanks to Tornis for suggesting.<br />
<br />
* In recent builds, Terror Bubbles were just sitting there on Normal difficulty and down, because they had no weapons on those difficulties. Fixed!<br />
** Thanks to Cinth and Nova225 for reporting.<br />
<br />
* The impassable glass blocks that you can shoot through now no longer block line of sight.<br />
** Note: this won't help with rooms you've already entered, because the data is set up when the block is spawned.<br />
** Thanks to crazyroosterman and Misery for reporting.<br />
<br />
* Now if you've picked up an incredibility, and you pick up another, the first is dropped on the ground.<br />
** Thanks to Misery for suggesting.<br />
<br />
* The fire left by your mech when you have a hotrod system is now much larger, thus looking more interesting.<br />
<br />
* The game now uses a scaled radial dead zone of 0.25 for all analog input thumbsticks, which means that they should all "just work" now.<br />
** This is the same as they had prior to us moving to the more recent InControl asset, which was using 0.2 instead and was using an inferior algorithm.<br />
** This in particular should patch up the XBox 360 controllers that are a little worn. If any of them still have trouble, then there are now sliders inside the main Game tab of the settings window that allow you to adjust these to the needs of your particular controller.<br />
** Thanks to [ES.GR] Ziltoid Le Muet (Cpl), Sounds, lessster, Invader Xom, Rhakyr, Castruccio, beatnikbedlam, and Apathetic for reporting.<br />
<br />
== Version 1.007 ==<br />
(Released January 26th, 2016)<br />
<br />
* Fixed a bug where bouncing mines had a different damage type (Ballistic) than stationary mines (Explosive), and thus stuff that gave immunity to explosive damage didn't protect you from bouncing mines.<br />
** Thanks to waylon531 for reporting.<br />
<br />
* Now when you press E to level up, if there are any more of those big central screen messages still showing they're cleared so they don't get in the way of the level up display.<br />
** Thanks to Moonshine Fox for inspiring this change.<br />
<br />
* Made the glass pots no longer shootable by enemies.<br />
<br />
* There will no longer ever be more than one Sideshot seeded per room, thanks to a new never_seed_more_than_one_per_room flag on it.<br />
** This flag is ignored on Misery difficulty, so you can run into really brutal groups of enemies there still.<br />
** Thanks to nas1m for suggesting.<br />
<br />
* The game now properly uses aliases for some of the common center-gamepad buttons so that they all map the same way across gamepads. Aka the Menu button on the XBox One controller is the same as Start on the 360. And the View button on the XB1 is the same as the Back on the 360. That way you don't have to change your default mappings around to get those to work. Start and Select also map to those, respectively, for usage on PS3 controllers and similar.<br />
** In the past this was set up for the 360, but with the prior version we inadvertently set this up for the XB1 so that the 360 then required a remapping to a control icon that looked identical. No longer!<br />
<br />
* In windows, the game now uses XInput rather than the default wrappered unity input. This fixes a few lingering issues with the triggers on the xbox one controller in windows only (they were fine in other OSes as of last version).<br />
<br />
* The game now allows you to back out of most windows using the menu button as well as the cancel button. This has been requested for a while, actually, and isn't related to the new input interface.<br />
<br />
* Fixed up the way that the hitting escape/B/cancel to get out of the game at the main menu was not working properly in the prior version.<br />
<br />
* Fixed a number of bugs relating to the virtual gamepad cursor in the escape menu selecting the wrong thing.<br />
<br />
== Version 1.006 ==<br />
(Released January 26th, 2016)<br />
<br />
* Added new toggle to extras tab of settings window: Always Use OS Cursor<br />
** If this is on, the game never uses the gamepad "virtual cursor" even if the gamepad is in use.<br />
** Thanks to Saphirahk and nas1m for inspiring this change.<br />
<br />
* Now if the revealed minimap is so big that it overruns its borders on the escape menu, it is scaled down to at least roughly fit within it.<br />
** Thanks to Tolc for reporting.<br />
<br />
* New "Gemini siblings" enemies from community member zharmad!<br />
<br />
* Fixed a bug where shopkeeper kills were not checked for achievements because it never did the room-win logic for shops.<br />
** Thanks to Matruchus for reporting.<br />
<br />
* Fixed a bug where one of the three code-branches that checks for waking the shopkeeper was checking the thing doing the damage rather than the shopkeeper for the waking-immunity to stuff not directly fired by the player.<br />
** Thanks to Reinhark, Cinth, and Matruchus for reporting.<br />
<br />
* Fixed a null exception that could occur shortly after loading a save.<br />
** Thanks to Danjuro for reporting.<br />
<br />
* Changed the logic of using keycards to unlock all doors in the room on the other side, rather than just the door facing you.<br />
** Otherwise a shop/item-room/etc that was locked could take two keys to get "through" to the other side, and if there was literally only one available and that was between you and the boss, well...<br />
** Also changed mapgen logic so that the next-to-start item room which often spawns cannot be locked, as that can cut off other areas of the map.<br />
** Thanks to SourKiwi for reporting.<br />
<br />
* Fixed a bug where the cryofreeze and other aoe effects would try to affect invincible stuff like caltrops.<br />
** In the case of cryofreeze, this could mean a lot of unnecessary sound effects.<br />
** Thanks to dumpsterKEEPER for reporting.<br />
<br />
* Fixed a bug where the "if you destroy a health shard block in a room adjacent to an unknown secret room, reveal that secret room instead of spawning the health shard" logic was instead checking for _known_ secret rooms. Cute.<br />
** Also, now when you enter a room bordering an unknown secret room, and the room you're entering has no heath-shard blocks (that normally reveal the secret when you blow them up, if there is one to reveal), it tries to convert a normal bombable block to one of those.<br />
*** If it fails to do that, it just reveals the secret room(s).<br />
** Thanks to nas1m, Watashiwa, and many others for reporting the frustration with secret rooms not being revealed.<br />
<br />
* Now when the game is seeding pickups that go in your main gun, energy, missile, or attachment slots it will never pick what you've already got equipped at the time of the seeding.<br />
** Thanks to TheVampire100 for inspiring this change.<br />
<br />
* New enemy "Demesne" added<br />
** This is another "Fearsome" type of foe... be careful around this guy!<br />
<br />
* Fixed a potential null exception bug when starting up the game.<br />
** Thanks to mrhanman for reporting.<br />
<br />
* Backfire now always uses BOTH of it's phases instead of randomly skipping to the second one.<br />
** It also now has more HP in both phases<br />
<br />
* Now the game tracks when you pick up multiples of the same powerup (for instance, level up perks that may be picked multiple times) and displays x2, x3, etc to show that.<br />
** This won't show that for powerups picked up multiple times in older saves because it wasn't tracked.<br />
** Thanks to Kevin Feederline, FroBrodine, and waylon531 for suggesting.<br />
<br />
* Fixed an issue accidentally introduced in version 1.005 where you could only pick up perks of each type one time, which would lead to blank perk selection screens on later levels.<br />
** Thanks to Reinhark for reporting.<br />
<br />
* ItemGainChanceOnEnemyKill and ItemGainOnEnemyKill modifiers now only proc against Ship entities; so not shots or obstacles.<br />
** Thanks to nas1m for reporting.<br />
<br />
=== Keyboard / Gamepad Controls Updates ===<br />
<br />
* Updated the game engine to Unity 4.7 instead of 4.6.7.<br />
** We generally try to avoid doing engine updates unless there are benefits or bugfixes that actually impact us. Past experience has taught us that new engine bugs appear unannounced, and we prefer to avoid those when possible by staying on known-stable versions until we need to not.<br />
** That said, this new version seems to be stable, and also is required in order to support the new InControl plugin.<br />
<br />
* We have completely gutted the underlying gamepad support and rebuilt it from the ground up with the InControl asset store plugin as the underlying basis for it.<br />
** This solves the XBox One controller compatibility issues, as well as making default bindings for the playstation 4 controller and many other main controllers now automatically kick into place.<br />
<br />
* The "Fire Up" and "Fire Up (Alt)" keybinds (and their down, left, and right counterparts) now cause your energy and missile weapons to target that direction too, even if normally they would target the mouse cursor.<br />
** Thanks to dfinlay for inspiring this change.<br />
<br />
* There is a new Debug: Show Gamepad Raw Inputs option in the extras tab of the settings menu.<br />
** If this is on, then any detected raw input from your gamepads will be shown on the left side of the screen. Useful for debugging but not much else.<br />
<br />
* The confirm popup now supports gamepad left-right (on either the dpad or the analog stick) to switch between the buttons, and the execute button to simulate a click on the highlighted button.<br />
** Thanks to Cyprene for inspiring this change.<br />
<br />
* Note: these changes have caused us to need to reset all of the existing key bindings to their defaults. If you had custom mappings you will need to remap those. Apologies!<br />
<br />
== Version 1.005 ==<br />
(Released January 25th, 2016)<br />
<br />
* Now when you use the in-game delete function on a file slot, it actually replaces that file with a very small file (just containing the text "deleted") which the game treats as an empty slot.<br />
** This way, steam cloud will not "helpfully" immediately repopulate the save file.<br />
** Thanks to ProfessorPaul1290 for reporting.<br />
<br />
* Now if you get a corrupt save message you have the option (again, removed late in alpha) to keep or delete.<br />
** If you delete, it actually copies it to a backup location and overwrites the slot with a small file that the game will treat as empty but the steam cloud will not automatically copy back over.<br />
<br />
* The perk screen now continues showing the previous HUD (for stat info).<br />
** Thanks to robdon for suggesting.<br />
<br />
* The knockback_resistance stat now also applies to weapon kickback.<br />
<br />
* The RedShift mech now has full immunity to both kickback and knockback.<br />
** Thanks to Apathetic for inspiring this change.<br />
<br />
* set disappears_if_room_left to true on the antigravitate blockage shards<br />
** Thanks to Apathetic for inspiring this change.<br />
<br />
* The boss "Backfire" is now active!<br />
** This has been completely redone from the ground up from what it used to be in the alpha. Be ready to deal with it's minions!<br />
<br />
* The Warden no longer falls asleep during phase 4 of it's attack<br />
<br />
* Fixed a bug where the recently added "missiles destroy shootables without them morphing into their more-damaged states" logic was causing the pathfinding-block on shootable-A and shootable-B objects to not be cleared when they died (because it was only being cleared when the C stage died, and that was being skipped).<br />
<br />
* Fixed a bug where OnRoomSwitch effects could fire when switching from an old run to a new run.<br />
<br />
* Fixed a bug where OnRoomSwitch effects that reduced hull health on the player would not actually do any damage due to the "invincible until leaves the doorway" logic.<br />
<br />
* The Medical Emergency pickup now only does its damage when you enter a room for the first time, not every time you switch rooms.<br />
** Thanks to The Hunter for inspiring this change.<br />
<br />
* The Impatience level-up perk now won't show up on the perk menu if you are already on the last floor of the run.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* The minimap icon for major item rooms and health storage rooms now disappears if you've entered the room and there are no pickups on the floor.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Fixed a bug with QuadEE/ZMC_GlassPipes. It was possible to get a Pearl trapped inside of Glass Unbreakable blocks, which made it not shoot or be killable, making the room unexitable.<br />
<br />
* Pearls now wake on being shot.<br />
** Thanks to Apathetic, Cinth, Paladinlord10, and Watashiwa for reporting.<br />
<br />
== Version 1.004 ==<br />
(Released January 23rd, 2016)<br />
<br />
* The minimap on the escape menu now has mouseover tooltips on the individual rooms.<br />
** The tooltip also lists any items on the ground in that room, if you've been there before.<br />
<br />
* Fixed a bug where a familiar that was supposed to only be for that room would respawn if you spawned it, left before it died, and deployed another familiar.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Put in further logic to prevent shopkeepers from being aggroed (or damaged) from sleep by anything other than a player-directed shot.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Fixed a bug where chests and other animated "special objects" spawned after room completion were not having their animators set up and thus were invisible (until opened, in the chest case).<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Enemy Spawners now explode when the room is cleared.<br />
** Thanks to ptarth for inspiring this change.<br />
<br />
* The width of columns on the Statistics screen has been broadened to accommodate some of the item names being longer than they were when that screen was set up.<br />
** This also prevents the close button from overlapping the next page button.<br />
** Thanks to robdon for reporting.<br />
<br />
* Added a "Fire Main Gun" key bind, replacing the hardcoded "hold down left mouse to fire main gun" logic.<br />
** Thanks to Cyborg for suggesting.<br />
<br />
* Fixed a bug where the 5-familiar achievement was counting some familiars twice (or after they died).<br />
** Thanks to Apathetic for the report and save.<br />
<br />
* Fixed a bug where occasionally a direct-fire shot would be fired as if it were "leading" the target.<br />
** Thanks to Misery for reporting.<br />
<br />
* Fixed a bug where the logic for resetting your position after dying in the tutorial was not reopening the doors, and thus causing you to be stuck there on the threshold of the door, if you entered through one.<br />
** Thanks to Arnos for reporting.<br />
<br />
* The game is now set to internally use the en-US format, so that hopefully those using other languages on the linux platform won't have to use the workaround of launching the game with the LC_ALL=C %command% or LANG=en_US %command launch option on.<br />
** Thanks to lessster for reporting.<br />
<br />
* Now the boss intro only has the boss go halfway across the screen, and then scale up to dominate the screen before fading out.<br />
** Thanks to Omgaar for inspiring this change.<br />
<br />
* The default Steam controller recommendation should is now 'Gamepad' instead of "Gamepad with high precision camera/aiming"<br />
** Thanks to death2cupbots for reporting.<br />
<br />
== Version 1.003 ==<br />
(Released January 22nd, 2016)<br />
<br />
* Fixed a rather serious bug in the last version that was causing the player to not be able to move upon entering rooms. Err... yeah, not sure how that slipped past us. Real sorry about that. We are very tired and clearly should not be making major changes right now. Thanks for understanding!<br />
** Thanks to Isaac, Cyprene, waylon531, Apathetic, and tupelocase for reporting.<br />
<br />
* The banshee now is more aggressive with its counterattacks again. Not so much as pre-1.0, but still a lot more than in 1.0.<br />
<br />
== Version 1.002 ==<br />
(Released January 22nd, 2016)<br />
<br />
* Fixed a bug where you could fire your weapons during just-entered-room invincibility.<br />
** Thanks to Moonshine Fox and others for reporting.<br />
<br />
* The text list of powerups at the bottom right of the escape menu is now a row/grid of icons with mouseovers for the names/descriptions.<br />
** Thanks to Apathetic and donblas for inspiring this change.<br />
<br />
* A new music track has been composed for the game! FTB 629<br />
<br />
== Version 1.001 ==<br />
(Released January 22nd, 2016)<br />
* The game will no longer seed secret rooms "from" shop, item, miniboss, secret, starting, or condemned rooms to avoid doors that look like they go to nowhere, or cannot be revealed.<br />
<br />
* Fixed a longstanding bug where secret rooms were requiring a 2x2 free space on the grid instead of 1x1.<br />
<br />
* Extended the destroy-enemy-shots-on-room-clear logic to continue clearing enemy shots from the room afterward instead of just once, as there are a few things that can continue to emit shots.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Updated the changelog to point to this new page.<br />
<br />
* Fixed up a mouse input issue that was a recent consequence of a perhaps-foolish major fix to some really unusual gamepads last night, which then broke mouse support for some folks with trackpads. The new system should work for everyone, as it is more unified and gets rid of some of the legacy input code that has been weighing down the button clicking for some time now.<br />
** Basically unity has an "input" way of handling clicks and such, and a "gui" way of doing it. We used to do a hybrid of both. Now it's all the "input" type, which is better for a lot of reasons.<br />
** Thanks to nas1m for reporting.<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Early Alpha Release Notes]]<br />
<br />
.<br />
<br />
.<br />
<br />
[[Starward_Rogue:Main|Starward Rogue Main Page]]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.0_Release_Notes&diff=28163Starward Rogue:Post-1.0 Release Notes2016-05-01T16:18:53Z<p>Zogheen: </p>
<hr />
<div>== Version 1.019 ==<br />
(This isn't done yet, we're still working on it.)<br />
<br />
* New Hotrod SFX, and a added particle effect.<br />
<br />
* Upped Miniboss HP, 10% across the board.<br />
<br />
* Miniboss Tri has been significantly improved, including Hard, and Misery mode versions.<br />
<br />
* Fixed the Nanite Leeches not appearing in the GUI, once picked up.<br />
** Thanks to logorouge for reporting!<br />
<br />
* More new SFX for Crystal Mother, Spiders, Amberbarrage, Crossclaw, and RearBurstTurret. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Changed the Redshift Mech starting secondary to the Precision Railgun.<br />
<br />
* Updated the Reaper's Misery mode version.<br />
<br />
== Version 1.018 ==<br />
(Released March 28th, 2016)<br />
<br />
* Fixed a bug where homing weapons (especially ones with a homing delay) could wind up homing on the invisible bouncing mine emitters.<br />
** Thanks to Pepisolo for reporting.<br />
<br />
* Fixed a few problems with the FamiliarFollower logic that was making it rubber-band back and forth between the player and the enemy, etc.<br />
** Thanks to Pepisolo and ptarth for reporting.<br />
<br />
* Fixed a bug where a system with homing and a bullet pattern would allow the homing to work on the initial firing (it was correctly not trying to home after that; bullet patterns override homing until the pattern expires).<br />
** Thanks to Pepisolo for reporting.<br />
<br />
* Tweaked the following consumables: One Way Barricade (shot change), Tactical EMP (tweaks), Ricochet Circuit(now last for a whole floor), Stim Pack(now last for a room), Overheating System(tweaks and now last for a room), Overloading Circuit (duration increased to 30 seconds), Energy Boost Circuit (now plus 20 energy), Siphoning Circuit (new you lose 20 energy), Supernova (larger AOE on explosion, needs more work, though), Ludicrous Speed Circuit(made the speed increase more ludicrous), Carnage (upped duration to 15 seconds), AllTheRockets(increased duration to 30 seconds), ShieldsDown (increased duration to 30 seconds),Code Annihilate(slight damage increase),Code_Overdrive(increased duration to 15 seconds),Code_Defend (now last for a room), SignalTriangulator(This now reveals the boss room rather than teleporting you straight there), Beaming Probe and Incinerator Probe (tweaked to be more useful), OrbitingBattleStation (now fires multiple shots), all consumable sentries now block shots but they have limited health.<br />
<br />
* New consumable item Wormhole Journey added.<br />
<br />
* New consumable item Anomaly Detector added.<br />
<br />
* Changed Autocannon Minibot to a use the FamiliarFollower (pathfinding) behavior.<br />
<br />
* New BullRush,BullDog, and Battleswarm SFX. New Spine Ballista SFX. Fixed Pressure Shotgun audio typo. Thanks to Goldenwolf for helping me with this!<br />
<br />
== Version 1.017 ==<br />
(Released March 17th, 2016)<br />
<br />
* PathfindingAttacker enemies now update their paths more frequently.<br />
** Thanks to Pepisolo and ptarth for suggesting.<br />
<br />
* Tweaked the Riot Suppressor for performance and balance. Shots no longer pierce walls. Slight damage decrease.<br />
<br />
* Improved the Hunter Killer weapon.<br />
<br />
* Overhauled the SerratedSpineLauncher. It now causes toxic bleeding.<br />
<br />
* Overhauled Purifying Nova. It's a lot more visually satisfying now, and also clears enemy shots.<br />
<br />
* More SFX work. New Fencing Needle and Caliburn SFX. Added new Paragon, Reaper, Bastille, Arcoris, Hunter and Tri SFX. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Fixed a bug where not setting modifiers_applied_to_nearby_entities_max_simultaneous_affected (thus leaving it at the default of zero) would cause NearbyEnemies modifiers to never be applied to anything. Now the default functions as "no limit".<br />
** Thanks to ptarth for reporting.<br />
<br />
* Added to system:<br />
**deflected_shots_inherit_speed (bool)<br />
***only meaningful if deflects_shots is true, makes affected shots go the same speed as the shot deflecting them<br />
**deflected_shots_inherit_angle (bool)<br />
***only meaningful if deflects_shots is true, changes the angle of affected shots to match the shot deflecting them<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* Preliminary Hard and Misery mode Hunters added, although more work is needed. More Hunter tweaks.<br />
<br />
* Fixed some missing SFX caused by typos.<br />
<br />
* Glass walls and disrupted regenerating walls no longer cause shot-spawn to be offset from them, since the shots can pass through them anyway.<br />
** Thanks to samnainocard and Pepisolo for reporting.<br />
<br />
* On system, added:<br />
**shot_homing_delay (float)<br />
***if set, the shot won't start homing until this many seconds after spawning<br />
***only meaningful when combined with shot_homing_range<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* Fixed a bug where cue_time > 0 would prevent shots_per_salvo > 1 from having any impact (it would just fire one shot).<br />
** Thanks to ptarth for reporting.<br />
<br />
* Kickback now happens after cue-time is complete, and after all shots in the salvo have been fired.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Adjusted the upper-left "Main Menu" label on the "after loading a file slot" screen to match the position of the "File Select" label on the previous screen.<br />
** Thanks to kingisaaclinksr for reporting.<br />
<br />
* Removed support for "periodic movement modes" because, though spec'd out and implemented in some detail during development, they were never actually used in the released game and are generally very buggy. Whatever we might want to do using these could instead probably work via movement controlling bullet patterns, etc.<br />
<br />
* Now that folks have had a chance to get used to the weird test-chamber button order of "[Cancel] [OK] [BLANK] [Wiki]", we're switching it to the more reasonable but now strange "[Wiki] [Blank] [Cancel] [Okay]".<br />
** Thanks to ptarth for suggesting.<br />
<br />
* New main weapon Smart Gun added.<br />
<br />
* Two new varieties of Bulldog and Bullrush added.<br />
<br />
* Added Banshee performance improving flag.<br />
<br />
* Changed any "ammo" references when referring to energy weapons to "energy".<br />
<br />
* Weight Optimization reworked to modify enemy movement speeds.<br />
** Thanks to Discotech and logorouge for reporting.<br />
<br />
* Added two more Arcoris variations.<br />
<br />
* Tweaked some of the guns. Fixed a missing Cluster Launcher mech gun image.<br />
** Thanks to Goldenwolf for the feedback!<br />
<br />
* Improved the Nanite Leeches to have more presence. It now fires 8 homing leeches.<br />
<br />
== Version 1.016 ==<br />
(Released March 8th, 2016)<br />
<br />
* More SFX work. New Incinerator, Twin Machineguns, Precision Railgun, Splitfire Cannon, Venomous Stinger, Riot Suppressor, NarcoStinger, BoomerangNeedler,TorpedoCannon, Deleter,HolyFire, HunterKiller, GravityCannon, Corona and Detonating Rose explosion SFX. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Improved handling of ricochets to avoid cases where shots just disappear on hitting a wall.<br />
** Thanks to ptarth for extensive testing and feedback on this.<br />
<br />
* Turned the Hornet Nest SFX volume down a bit. Also did the same for the Guardian Gun, Fragment Cannon, Cluster Launcher, Phaser and the Translocator.<br />
** Thanks to Krysle Quinsen, Econael, and Crolley for the feedback!<br />
<br />
* Fixed a bug where your familiars could auto-target bouncing mine emitters, which are invisible and can't be hit anyway.<br />
** Thanks to Pepisolo and Solar Marine for reporting.<br />
<br />
* Fixed a bug where familiar-based weapons couldn't harm wake-on-shot enemies (like facerippers) at all, even after the enemy was awake.<br />
** Thanks to crazyroosterman, Cinth, and Pepisolo for reporting.<br />
<br />
* Increased Guardian Blaster width. Tweaked Raincannon colour. Tweaked Suppressor shot size and colour. Improved the Grapeshot. Now fires a burst of shots. It's now a limited ammo, but high power weapon. Tweaked Precision Railgun. Improved the Splitfire Cannon. Also improved Narcotics Stinger.<br />
<br />
* Overhauled Venomous Stinger. It now infects enemies, and infected enemies explode into a pool of venomous sludge upon death.<br />
<br />
* Made it very unlikely to slide through a one-way tile next to a wall by running into the wall.<br />
** Thanks to Pepisolo and ptarth for reporting.<br />
<br />
* Put in some code to hopefully prevent some issues with loading sounds in some cases.<br />
** Thanks to Econael, Amitiel, and samnainocard for reporting.<br />
<br />
* Some mapgen-related error messages are now silent log entries because there's already recovery mechanisms in place to make sure the player gets a fully formed dungeon.<br />
** Thanks to TuxedoBra for reporting.<br />
<br />
* Changed various items from "add/subtract missiles/energy/whatever at a massive rate for a very short period of time" behavior to simply adding/subtracting a large amount, so that the effect would show up immediately even when you're playing RedShift and time isn't normally passing.<br />
** Notably, the missile refill effect from Arms Race.<br />
** Thanks to Solar Marine, Cinth, ventifer, and ptarth for reporting.<br />
<br />
*Added new attribute to xml schema for bullet node: initial_angle_is_absolute (bool)<br />
**makes the initial angle of the bullet not be relative either to the angle from the firing entity to the target entity or to the rotation of the firing entity<br />
**Thanks to ptarth for suggesting.<br />
<br />
* Redid Reaper Hard mode, Misery mode version also added, but this may need something a bit extra.<br />
<br />
* Fixed a bug where EntityModifierType.DoubleItemGainChance (used by "Major Coinage" and "Wishing For More Wishes") was working for all item types, not just the one specified.<br />
** Thanks to Solar Marine and ptarth for reporting.<br />
<br />
* Added new FamiliarType: PtarthianOrbit<br />
** Behaves like SimpleCircleOrbit, but doesn't try to automatically space out the familiars in a ring. 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 />
** Thanks to ptarth for inspiring this change.<br />
<br />
* Added new sub-node type for entity nodes: familiar<br />
** Basically this is like adding something to the end of the "familiars" list that's already there, but allows you to set some additional info.<br />
** Attributes:<br />
***type (entity)<br />
****the actual familiar type, same as if you'd put it in the "familiars" list<br />
***minimum_difficulty (DifficultyType), maximum_difficulty (DifficultyType)<br />
****the lowest and highest difficulty where this entry will be considered (default: always consider)<br />
***chance_out_of_100 (int)<br />
****if this is set, and set to a value less than 100, each time it considers spawning this familiar it only has this % chance of actually doing so<br />
***radius (int)<br />
****only meaningful with PtarthianOrbit, sets the radius of the circular orbit<br />
***starting_angle (float)<br />
****only meaningful with PtarthianOrbit, sets the starting position on the circular orbit, in terms of degrees around the circle<br />
***rotation_reversed (bool)<br />
****only meaningful with PtarthianOrbit (works for SimpleCircleOrbit, but is weird there), if set this makes the familiar rotate in the other direction than it would normally<br />
***override_degrees_per_second (float)<br />
****only meaningful with PtarthianOrbit (works for SimpleCircleOrbit, but is weird there), if set this overrides the speed of the orbit (which is normally based on the familiar's speed); you can use negative values instead of the rotation_reversed flag if desired<br />
***suppress_line_of_sight_check (bool)<br />
****only meaningful with PtarthianOrbit, SimpleCircleOrbit, and NormalOrbit, if set this causes the familiar to skip the normal "don't fly through walls" logic<br />
*****if you know the familiar will always be in an open space where it doesn't need to check this, or if you want it to fly through walls, this flag helps lower the CPU cost of the familiar because it's not having to do LOS checks every frame<br />
<br />
* Made the Repulsive Hornet Mine available for seeding in the game, as it was the only starting Mech secondary not to be available. Regular Hornet Mine no longer seeds as Repulsive Hornet Mine is just a much better version.<br />
<br />
* Now when you use a teleporter, instead of doing a full refresh on your familiars it just relocates the normal-ship-behavior familiars to you (the other types always orbit you anyway).<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* New shot graphic for Flamethrower type systems.<br />
<br />
== Version 1.015 ==<br />
(Released February 25th, 2016)<br />
<br />
* New Enemy Aegis added. 4 variations<br />
** Thanks to community member Hearteater for creating these!<br />
<br />
* Correct icon added for the Masochism consumable.<br />
** Thanks to ScrObot for reporting!<br />
<br />
*Orbital familiar hijinks have been sorted out. They'll fight fairly for now.<br />
** Thanks to everyone who reported for reporting!<br />
<br />
* Entities with ship_category="RandomFloatingChunksOfStuff" (i.e. antigravitate blockade shards) can no longer proc health-on-kill or item-on-kill modifiers.<br />
** Thanks to Ayrix and dfinlay for reporting.<br />
<br />
* Fixed a bug where the "kill final boss with all mechs" achievement (and similar one for super-final boss) considered the tutorial mech as in that group.<br />
** Thanks to pmkenny1234 for reporting.<br />
<br />
* Fixed a bug where progress on the "kill final boss with all mechs" achievement (and similar one for super-final boss) was not being tracked properly.<br />
** Note: if you've gotten a kill-final/superfinal-boss-with-specific-mech achievement, and you load an old save, it will update the progress tracking for these kill-with-all achievements.<br />
** Thanks to pmkenny1234 for reporting.<br />
<br />
* Starting work on the SFX overhaul (which will take a long time to complete, bit by bit). New Banshee, Anangu, Energy Shield Module, TurboBlaster, Translocator, Railgun, PhaserGun,SplinterCannon,HornetNest,GrenadeLauncher,ClusterLauncher,PoisonedKnife,GuardianGun SFX added. Thanks to Goldenwolf for helping me with this!<br />
<br />
* 14 more new rooms added.<br />
** Thanks to community member Reath for creating these!<br />
<br />
* A few of the weedier enemies in CMP_EnemyShips have been set to not seed later in the game. Facerippers, for example, seem too weak to be seeding on later floors.<br />
<br />
* Set the few reticule based items to not seed until they are overhauled as they don't work very well on joypad.<br />
<br />
* Lots of tweaks to the main gun upgrades. More main gun upgrade tweaks.<br />
<br />
* Overhauled the Disruptor energy weapon, including new SFX. It is now a shorter range spread shot that disrupts enemy movement and fire rate. The longer you hold the burst, the stronger the disruption.<br />
<br />
* Viper Difficulty Reduction<br />
** Slowed Homing Shots<br />
** Decreased Homing Shot Homing Range<br />
** Changed color patterns so that Red, BurningRed, and Purple are only on homing shots.Red Snakes = Bad Snakes!<br />
** Added Egg shot to produce the Snake Shots (previously was invisible)<br />
** Added do_not_do_rest_of_logic_on_early_death to egg shot. Kill the egg, and the baby snake dies.<br />
<br />
== Version 1.014 ==<br />
(Released February 19th, 2016)<br />
<br />
* Flame tank mech has had it's main weapon rebalanced a bit<br />
<br />
* Blade Module is now found only in the secret room, instead of the sacrifice room<br />
<br />
* Tactical Nuke now does 650 damage and a guaranteed crit<br />
<br />
* Basic Drone now costs 90 credits instead of 20<br />
<br />
* STG-4377 damage has been lowered, and it's spread has been widened, and it no longer has infinite range<br />
<br />
* Big Leaky Battery's energy drain effect is now slightly faster<br />
<br />
* MajorCoinage now has a 40% chance of activating instead of 100%<br />
<br />
* Charger's attack range has been reduced<br />
<br />
* Labyrinth's chaser shot no longer dies on contact with the player<br />
<br />
* Missiles now explode on the very first shot they hit (they should be better at deflection now)<br />
<br />
* Combat Shield's energy cost slightly reduced<br />
<br />
* Multiple exploits have been negated in the fight with Terminus<br />
** The teleporters in the room are now one-way, and you cannot wake the boss with bullets from that location, or even damage it from there; you must step out of the teleporter to wake it<br />
** In addition, Terminus is now completely invincible as long as either of it's two guardians are in the room. If you try to skip them by running through them to the teleporters, you'll permanently trap yourself in an unwinnable state. No cheating, now...<br />
<br />
* Glassbreaker's sacrifice cost reduced by 1<br />
<br />
* Incineration module damage increased to 100<br />
** It also has a damage cap though, which is also 100<br />
<br />
* Consumable "Code: Overdrive" has had it's effective duration doubled<br />
<br />
* Battalion enemy now does not spawn until floor 6<br />
<br />
* The Corrosive Drone shots were intercepting other shots making it super OP. Fixed this so that they no longer intercept other shots.<br />
** Thanks for Pardinuz for reporting!<br />
<br />
* Escape now closes the Credits window.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Now switching between a secret room and a room with door-closing enemies does not restore your shields.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
* Magnetic shot drift no longer happens in shop rooms, to avoid accidents with the shopkeeper.<br />
** Thanks to ventifer for reporting.<br />
<br />
* Three varieties of new enemy Blademorph added. Thanks to community member Zharmad for creating these!<br />
<br />
* Updated the repulsive hornet mine to a more high res shot image. Also did the same for the grenade launcher and gravity cannon shot. Added variant colour flea guard shots.<br />
<br />
* Tweaked phase 1 Invader health and revenge spawner fire rate.<br />
<br />
* Deadly Viper enemy recategorized as a Fearsome_7x7<br />
<br />
* Shred Guardians recategorized as Wanderer_3x3<br />
<br />
* Reactive Blast Module is now the Reactive Shock Module<br />
** Instead of creating an explosion, it now creates a short range shockwave to clear bullets around the player<br />
** It now also can appear in the Defensive Shop, with a credit cost of 65<br />
<br />
* Added two more varieties of Krill Spitter<br />
<br />
* Labyrinth's chaser shot can no longer be cancelled<br />
<br />
* Enemy orbital familiars no longer render before you fully enter the room, since their orbiting offsets aren't set up until after you enter and that led to them rendering in weird places.<br />
** Thanks to dfinlay, Misery, ptarth, and dumpsterKEEPER for reporting.<br />
<br />
* Fixed some annoying cosmetic things with Reaper. Fixed it so that the Hunter nets bounce off walls more reliably.<br />
<br />
* Overhauled the Narcotics Drone to be more desirable. It now attacks of its own accord and its debuffs occur more frequently.<br />
<br />
* Tweaked Narcotics Drone description. Reduced the Corrosive Drone Size.<br />
<br />
* Added a description to the Masochism probation.<br />
** Thanks to ScrObot for reporting and Cinth for coming up with the description.<br />
<br />
* Fixed the Keyprentice and Keymaster perks.<br />
** Fix provided by Cinth! Thanks!<br />
<br />
* Added new drone Kamikaze Minibot. Available from all good retailers. -- Note, Kamikaze Drone had to be pulled due to a bug. If you still want to try it out, remove is_not_ready_to_seed="true" from the Kamikaze Minibot xml in Dayton_PowerUps.xml. It currently has issues going through teleporters. Sorry!<br />
<br />
* Corrupting Power Incredibility no long kills players on pick-up.<br />
** Also fixed the issue with Corrupting Power not dropping if you picked up another incredibility.<br />
** Thanks to dfinlay for the report.<br />
<br />
* Changed the room BGS_KickingTheHive so that there is less backtracking needed.<br />
** Thanks to Reath for reporting!<br />
<br />
* Reduced the Drone size across the board a little.<br />
<br />
* New Drone Autocannon Minibot added.<br />
<br />
* Fixed the issue with the Sacrifice shops. No more unexpected deaths from this source!<br />
<br />
* Fixed the broken Energy Shield module. A little more work is needed before it's completely polished, though.<br />
<br />
== Version 1.013 ==<br />
(Released February 10th, 2016)<br />
<br />
* Added 14 new rooms courtesy of community member Reath. Thanks, Reath!<br />
<br />
* New entity attribute:<br />
** pick_up_even_if_wastes_resources (bool)<br />
*** if set, this item can be picked up even if it grants health/items that the player can't benefit from because they're at max<br />
*** useful if that health/item grant is just a secondary effect and you want the primary effect to always be available<br />
** Thanks to Cinth for inspiring this change.<br />
<br />
* Now when you take a shield hit you glow blue instead of red.<br />
** Thanks to nas1m for suggesting.<br />
<br />
* Now if there's both enemies and a power generator in the room, simply defeating the enemies will open the doors but will not cause the room to be considered "won" (which is what defines the normal trap-shutdown behavior, etc).<br />
** Thanks to Enrymion and Misery for suggesting.<br />
<br />
* Viper enemy code has been improved, and modified to have better performance. Thanks, Ptarth for creating these changes!<br />
<br />
* MetalGrinder now comes with an extra sneaky attack. Thanks for creating the changes Ptarth!<br />
<br />
* New Enemy, Krill Spitter added courtesy of community member Ayrix. Thanks for creating the enemy Ayrix!<br />
<br />
* Added EffectType.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 />
** it's now used instead of InventoryChangePerSecond for those cases<br />
** Thanks to Maurog, Danjuro, zharmad, and LaGrange for inspiring this change.<br />
<br />
* The cheap item shop rooms no longer contain glass shootables, but instead now have caltrops in those places. This way you don't accidentally shoot the shopkeeper, but it's also a visual clue as to the type of shop (each type of shop has its own little object sort as a visual clue).<br />
** Thanks to Cinth for suggesting.<br />
<br />
*Risky Assassin no longer kills you when you pick it up with hull damage.<br />
*Risky Assassin now also will remember where your Max HP is so if you decide to swap it out later, you aren't stuck with 1/1 HP.<br />
** Thanks to Cinth for creating this fix!<br />
<br />
* Tweaked Bullet Drone, and overhauled Corrosive Drone to be more desirable.<br />
<br />
* Changed the misleading description of the Berserker level up perk.<br />
** Thanks to Whiskeh and Cinth for reporting.<br />
<br />
* Fixed a bug where there were very, very few bosses that could actually seed on floor 6, and some simply couldn't seed at all (being restricted to floor 7, which always has... something else), and others could only seed if you'd satisfied certain conditions. This led to no boss room on floor 6. A clever trick on part of the game, but we're nerfing that strategy.<br />
** Thanks to Samichama, zharmad, zekafonss, Cinth, and others for reporting.<br />
<br />
* Put in some extra checks in mapgen to prevent giving you floors with no boss rooms.<br />
** This won't fix old runs, since the mapgen for all the floors in that run is already done there. But future runs will benefit from this.<br />
** Thanks to Samichama, zharmad, zekafonss, Cinth, and others for reporting.<br />
<br />
* Halved the lifespan of the Shred Guardian blades so that they don't overstay their welcome.<br />
** Thanks to Discotech for the feedback!<br />
<br />
* Overhauled Tag Team drone. It now pathfinds to the player so it doesn't get stuck, and its shots don't obscure your vision as much as it used to. It's easier to use as a DPS booster now.<br />
<br />
* Added new enemy Anangu Initiate and variant Anangu Warrior. Thanks, Zharmad for creating these enemies!<br />
<br />
* Added Hard Mode system for Reaper.<br />
<br />
* Started looking through the secondary weapons systems for missing sound effects (and adding some if missing, of course). Also tweaked a few shot images, one was using excessive scaling so swapped it for a higher resolution image. (note to self: I'm up to Grapeshot in the item pickup xml)<br />
<br />
* Updated the Abmoog Shield enemy to not look like the ram, which might be confusing for the player. Thanks for creating the change, Ptarth!<br />
<br />
* Added a confirm-popup when starting a tutorial while you have an active non-tutorial run going in the same file (as it overwrites that active run).<br />
** Thanks to Kevin Tang for inspiring this change.<br />
<br />
* Now when you buy a health-cost item it increases the cost of future health-cost items during that run by 2. Stacks.<br />
<br />
* Now when zamboni-behavior enemies (like the blind lady enemies) are nudged by a one-way-arrow tile they treat it as a wall collision and so should reverse direction, etc.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Now when you gain max health via shard pickups it will give you a big central screen message to that effect (once you're out of battle, same as when you level up)<br />
** Thanks to Moonshine Fox for suggesting.<br />
<br />
* Now when you pick up health/missiles/health-shards/keycards/credits there's a little floating text near you to that effect.<br />
** XP was already being announced in a similar way near either the thing killed (if you gained the XP that way) or near you (if it's from an XP pickup or a deposit box).<br />
** Thanks to Moonshine Fox for suggesting.<br />
<br />
* Gain-health-on-kill and gain-item-on-kill modifiers no longer proc when killing enemy familiars and stuff from enemy spawners.<br />
** Thanks to Cloud51023 for reporting.<br />
<br />
* Invader Boss upgraded to version 4.0! The boss now has multiple stages, and has been improved for all difficulties. Thanks, Ptarth for creating the changes!<br />
<br />
* The in-game credits now properly thank the alpha testers, the community contributors, and note Erik as being involved in the game design.<br />
<br />
*Beast Mode: Reduced to 20% attack power. It was previously 40% attack power.<br />
<br />
*Anger Protocol: Reduced to 20% attack power. It was previously 25% attack power.<br />
<br />
*Large and in Charge: Reduced to 20% attack power. It previously was 25% attack power.<br />
<br />
*Changed flags on Harmony and Rocket Man to not show up with other power-ups in the pause menu. Probation items display their status on the primary screen and this was causing confusion.<br />
** Thanks to LaGrange for the report and Cinth for the fixes!<br />
<br />
* The obstacle lasers are now more enthusiastic about doing their job, in terms of hit detection and frequency of checking, so that even if you sprint across them you will be much more likely to take damage.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Both versions of the Mirror boss are now more dangerous and more tanky, and now have their own unique Hard Mode patterns.<br />
<br />
* Fixed a bug where gamepad/keyboard aiming of melee primary weapons didn't really work because it wasn't using the mouse version's rule of "always act like it has at least 30 range for angle computations".<br />
** Thanks to Cinth for reporting.<br />
<br />
* Improved the responsiveness of gamepad/keyboard firing to aim in the direction specified even for the first shot (which previously tended to go towards wherever you were facing before pressing the button).<br />
<br />
== Version 1.012 ==<br />
(Released February 2nd, 2016)<br />
<br />
* Got rid of the diagonal wall smoothing from the prior version. Two or three days of working on that and it's just not tenable.<br />
** Thanks to Cinth and ghoti221 for reporting.<br />
<br />
== Version 1.011 ==<br />
(Released February 2nd, 2016)<br />
<br />
* New enemies, Viper, Vicious Viper, and Deadly Viper integrated. Vicious starts seeding on floor 3. Deadly starts seeding on floor 5.<br />
** Thanks to Ptarth for creating these enemies!<br />
<br />
* Player collision with angled walls is now a lot smoother.<br />
<br />
* Starward Rogue has now been migrated to Unity 5.3.2, up from version 4.7 just a week or so ago. We are moving to Unity 5 with our next project, and thus we finally had a reason compelling enough to upgrade our unity 3D licenses. With that it thus made sense to also get Starward Rogue on the very latest and greatest.<br />
** Overall this doesn't make a whole lot of difference to the game itself, to be honest. But it may have some slightly better compatibility on linux and osx.<br />
<br />
* One new benefit of being on unity 5 is that the game now is able to lock the cursor to the window when you are playing in windowed mode or on fullscreen in multiple monitors. This unfortunately only works on linux and windows for some reason (this is the stated support level in unity 3d), and on windows it's still possible to grab the title bar and the other resize bar bits. But it's still vastly better than before.<br />
** We have it set so that it doesn't lock your cursor until it detects a keypress inside the game itself, and it disables itself if you open the menu or hit the cancel button.<br />
<br />
* The hitboxes for all the mechs are now half as large as they were before. This is more in line with most SHMUPs and Isaac and a number of other games, and allows for more precision play.<br />
<br />
* Updated the Demesne enemy substantially in order to make it both use higher-performance shot logic as well as not use so incredibly many shots. It was definitely a big drain on performance in any room it was in.<br />
<br />
* A completely new variant of Shred Guardian has been added, plus some balance fixes for the other variants.<br />
** Thanks to Ptarth for creating the new variant and providing the balance tweaks!<br />
<br />
* Added a new settings option to the extras tab:<br />
** Debug: Check XML Validity<br />
*** If this is on, then when XML files are read in it will check to see if there are any attributes that refer to nonexistent features. These generally indicate typos or other xml errors. This doubles the amount of time it takes to parse the xml, though, so it's off by default (it's still fast either way).<br />
** This solves some minor performance issues introduced in version 1.010 when this was added. However it's not related to the overall larger hitching.<br />
** A bug relating to this has also now been fixed that was wasting about 50MB of RAM, and this bug may have been the cause of the overall hitching we started seeing in 1.010.<br />
<br />
== Version 1.010 ==<br />
(Released January 30th, 2016)<br />
<br />
* The way that the completion percentage is calculated has been massively updated to now include your perfections against bosses, your wins with incredibilities, and so on.<br />
<br />
* The full 7-floor runs now unlock after 3 runs rather than 10.<br />
** We originally did it as 10 because another popular game in the genre does that. But lately we've been getting frustrated at how long it takes before players are even able to see that awesome content that comes after beating The Warden three times. For a youtuber or a twitch streamer it's really quite a time investment to even consider it.<br />
** Thanks to dfinlay for giving us the kick in the pants to actually make the shift, though. :)<br />
<br />
* Fixed a scripting mistake on Cheapskate.<br />
** Thanks to sherpajack for reporting.<br />
<br />
* Added an attribute to entity nodes: frequency_in_enemy_seeding (int, default 100)<br />
** this is actually an alias to frequency_in_item_pools, which now also impacts normal enemy seeding frequencies, but this name would make more sense in the xml for enemies<br />
<br />
* Fixed a bug where the "win run having held incredibility X since Floor 1" achievements weren't working because they were requiring you to pick the item up on Floor Zero... um, yea, sorry.<br />
** Thanks to Soupinator for reporting.<br />
<br />
* Fixed a bug where the statistics window wouldn't respond to the Cancel or OpenMenu keybinds, and thus couldn't be closed via controller.<br />
** Thanks to Reath for reporting.<br />
<br />
* Now if you somehow get stuck completely outside the room's boundary rectangle it will gradually bump you into it, to avoid it being a bricked run.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Fixed a bug where in the rare cases that floor generation just couldn't come up with something after a hundred tries, you could get a partial run generated but not the whole thing. Now in those cases it just rerolls the whole dungeon, and keeps jolly well doing so until it finishes one properly.<br />
<br />
* Fixed a bug where floorgen would sometimes allow mismatched door connections, which could leave you stuck in a wall if you went through one. Now it throws those floors back.<br />
<br />
* Now when you use a mysterious circuit you didn't know about yet it displays a message in the upper-left with the name and description of the now-known circuit.<br />
<br />
* Setting a bullet pattern loop's iterations to zero just has it never execute its body now, instead of acting like iterations="1".<br />
** Thanks to ptarth for suggesting.<br />
<br />
* Halved the frequency at which Tiny Transport seeds.<br />
* Further reduced the frequency at which Tiny Transport seeds. They should be pretty rare now. Slightly reduced the amount of drops each one can give. Credit Tiny Transport now drops 3 credits per drop in order to balance the usefulness of its drops compared to the other two varieties of ship.<br />
** Thanks to Dfindlay and Amitiel for the feedback.<br />
<br />
* Now when the game is loading xml content, it checks afterward to see if there's any data (specifically, attributes) it didn't use, and if it finds any it fusses in a short message in the upper-right message log and dumps the details to UnrequestedXMLAttributes.txt<br />
** Bear in mind that the message log doesn't show on the title screen, but does show on the file select screen.<br />
** Thanks to ptarth, zharmad, Misery, and many others for inspiring this change.<br />
<br />
* The text shown near the top for active probations has been cleaned up to not have stray zeroes and weird descriptions and so on.<br />
<br />
* Some updates have been made to the input handling to fix an issue where the custom dead zones were apparently not being properly applied to the left and right thumbsticks in all cases, particularly on linux -- but in general possibly on most cases where xinput is not being used.<br />
** Thanks to HerrGnatz and PoloBaquerizoH for reporting.<br />
<br />
* Added a new Shred Guardian courtesy of community member ptarth.<br />
<br />
* Fat Bullets is now Precision Ammo - Bullets are 25% smaller but also deal 20% more damage.<br />
<br />
* Enormous Bullets is now Contaminated Ammo - Bullets poison enemies for 50 damage over 2 seconds.<br />
<br />
== Version 1.009 ==<br />
(Released January 28th, 2016)<br />
<br />
* Expanded the new "does not block sight even though it blocks pathing" thing to a bunch more room features; the enemies may not actually be able to _hit_ you while you're hiding behind that laser emitter, but they can try. And have a much better chance than if you were actually behind a solid wall.<br />
<br />
* Added new attribute to the bullet pattern "loop" node: take_pants_off_head (bool)<br />
** This suppresses, for this loop tag, the longstanding (all the way back to TLF) bug where on iterations after the first it would often skip the first action in the loop.<br />
** For the less sarcastic content contributors, you can use an alias for this new attribute: suppress_loop_bug<br />
** This defaults to false because many of the existing loop tags would cause infinite-loop behavior if the bug were fixed for them.<br />
** Thanks to ptarth, Misery, and others for reporting.<br />
<br />
* Added stats for how many runs until you unlock 7-floor runs, and for which incredibilities you've won a run while holding.<br />
<br />
* Energized Glass Hull is now disabled (likely to be removed unless it it re-worked). <br />
** New Incredibility - Corrupting Power : Gain a high amount of max energy and you will regenerate energy over time... but at what cost? ;)<br />
<br />
* A new "metal grinder" deadly pursuer enemy has been added to the game.<br />
** Credit to community member ptarth for yet another awesome creation.<br />
<br />
* A new "Tiny Transport" enemy has been added to the game.<br />
** Tiny Transport. These are kind of like the health and potion gnomes from Golden Axe; the more hits you can get in on them before they explode, the more drops you get.<br />
<br />
* A number of OSX controller incompatibilities (and linux ones as well) should now be solved. We had not noticed that were were a preponderance of preprocessor compiler directives in the InControl code, rather than using Application.platform. Given we compile on windows, this created a problem. We've shifted everything over to be compile-computer-agnostic, so presumably those issues (they were actually missing bindings) should be fixed.<br />
** Please do let us know if this doesn't do it, though. We haven't actually had a chance to test it out in the situations that were an issue before. It's been a... trying... day.<br />
** Thanks to Sounds, Sounds of Silence, beatnikbedlam, lessster, and RuySan for reporting.<br />
<br />
== Version 1.008 ==<br />
(Released January 27th, 2016)<br />
<br />
* Kill tracking for multi-stage entities now only happens when the final stage dies, and it tracks under the first stage's name.<br />
** This avoids a problem where you got "credit" for killing a boss when you'd only killed the first stage, even if you then died before winning the fight.<br />
** Thanks to Danjuro for inspiring this change.<br />
<br />
* Fixed a bug where the difficulty of the tutorial was being set according to the last run of the test chamber (which is basically just for devs and modders), and since the tutorial is the first thing that runs when you start a new file it could result in all your new files being set to Misery difficulty without you realizing it.<br />
** This may have only impacted a certain developer who was wondering why he was suddenly so bad at this game.<br />
<br />
* The game is now way more aggressive about using different room scripts for rooms of the same general type, until it runs out of "new" ones and then it just starts over.<br />
<br />
* The energy bar in the lower-left now shows your actual current and max amount of energy.<br />
** Thanks to Ljas for suggesting.<br />
<br />
* Now any inventory item type (missiles, energy, etc) that has a maximum cannot have that maximum modified below 1. Otherwise when it hit zero it just becomes "no max" and doesn't work right.<br />
** Thanks to Nargasse for reporting.<br />
<br />
* The minimap now doesn't show icons for missiles or credits left in a room if you're at max capacity for those items.<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Fixed a bug where weapons with shots_per_salvo > 1 and placed in a system offset would not properly offset the secondary shots.<br />
** Thanks to ptarth for reporting.<br />
<br />
* There's now a short "Victory!" display after you win a run, followed by a fade to black, rather than dumping you straight to the menu when the last floor boss dies.<br />
** You are invincible during this time.<br />
** Thanks to Ljas and zharmad for inspiring this change<br />
<br />
* Keyprentice is now on level 3 instead of level 9, and it now only gives you 5 keys instead of 10.<br />
** Keymaster is now on level 8 instead of level 10, and now only gives you 20 keys instead of 50.<br />
** Thanks to zharmad for suggesting.<br />
<br />
* When we updated the game to the new version of Unity, apparently it switched our fullscreen mode into windowed borderless instead of true fullscreen mode, which performs worse. It now runs in true fullscreen mode again.<br />
** Thanks to Soupinator for reporting.<br />
** Also thanks to his workaround for v1.007: "Current workaround: use -force-opengl in the command line, since fullscreen is only broken in the Direct3D renderer, but this makes the graphics a bit fuzzy."<br />
<br />
* In an effort to make sure you actually see the various items we worked so hard to make, and to make getting loot more exciting:<br />
** Your base chance to get loot after winning a room is the same, but each time you fail the roll it goes up for next time until it succeeds.<br />
** When room-win loot would give you a consumable item (as opposed to a minor item), at various intervals it will instead give you a main-weapon, energy-weapon, or power-up item. Those intervals are randomized but controlled to ensure some rate of each.<br />
** When seeding from many of the significant item pools, the game's now fairly aggressive about not seeding the same thing more than once when there are still things that haven't been seeded. When it runs out of choices under this rule it starts over for that (group of) pools.<br />
** When you open an unlocked chest, you have a small chance of getting loot from the locked-chest pool. If this roll fails the chance goes up for next time until it succeeds.<br />
** The game is now much more aggressive at making sure it seeds all of the available reward/shop rooms before it goes back to ones it's already seeded in that run.<br />
** Thanks to Misery, Wingflier, evilution, zharmad, Matruchus, and others for inspiring these changes.<br />
<br />
* The max-health reduction from losing a condemned room or from buying an item with health are now applied after the difficulty-based health multipliers, so they don't cause greater-than-expected losses on lower difficulties.<br />
** Thanks to Jacic for reporting.<br />
<br />
* XP yield from depositing credits at a console is now multiplied by floor number, as with other XP gain.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Added a button to the test chamber screen that tries to open the Starward Rogue wiki in your browser.<br />
<br />
* Now when you have the steam overlay active, the game pauses in the same way as when the escape menu is open.<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Now when a room script is flipped on either the x axis or the y axis (but not both), any entities with passive_rotation_speed in the room act as if that value's sign were flipped.<br />
** Thanks to Tornis and Pepisolo for reporting.<br />
<br />
* The visuals for caltrops and floating debris have been updated to be a lot more visible, since some folks were having trouble seeing them.<br />
<br />
* The normal enemy health bar is now at the top where the boss health bar is (if both are shown, the non-boss one goes lower).<br />
** This also means the normal enemy health bar doesn't block other tooltip info from showing, and vice versa.<br />
** Thanks to Castruccio and zharmad for inspiring this change.<br />
<br />
* Brute now only grants a 10% bonus to attack power, not a 20% bonus. That was getting to be a bit overpowered.<br />
<br />
* The costs of items in the health sacrifice shops are now much more substantial, since the overall amounts of health players have these days is a lot higher and thus these were way too cheap to get.<br />
** Anything that cost 3 before now costs 7, things that cost 2 before now cost 5, and things that cost 1 before now cost 3.<br />
<br />
* Sideshot no longer seeds until you are two floors down.<br />
** Thanks to nas1m for reporting.<br />
<br />
* The term "reload time" has uniformly been changed to be "fire rate." Before both terms were used, which was confusing.<br />
** Thanks to Tornis for suggesting.<br />
<br />
* In recent builds, Terror Bubbles were just sitting there on Normal difficulty and down, because they had no weapons on those difficulties. Fixed!<br />
** Thanks to Cinth and Nova225 for reporting.<br />
<br />
* The impassable glass blocks that you can shoot through now no longer block line of sight.<br />
** Note: this won't help with rooms you've already entered, because the data is set up when the block is spawned.<br />
** Thanks to crazyroosterman and Misery for reporting.<br />
<br />
* Now if you've picked up an incredibility, and you pick up another, the first is dropped on the ground.<br />
** Thanks to Misery for suggesting.<br />
<br />
* The fire left by your mech when you have a hotrod system is now much larger, thus looking more interesting.<br />
<br />
* The game now uses a scaled radial dead zone of 0.25 for all analog input thumbsticks, which means that they should all "just work" now.<br />
** This is the same as they had prior to us moving to the more recent InControl asset, which was using 0.2 instead and was using an inferior algorithm.<br />
** This in particular should patch up the XBox 360 controllers that are a little worn. If any of them still have trouble, then there are now sliders inside the main Game tab of the settings window that allow you to adjust these to the needs of your particular controller.<br />
** Thanks to [ES.GR] Ziltoid Le Muet (Cpl), Sounds, lessster, Invader Xom, Rhakyr, Castruccio, beatnikbedlam, and Apathetic for reporting.<br />
<br />
== Version 1.007 ==<br />
(Released January 26th, 2016)<br />
<br />
* Fixed a bug where bouncing mines had a different damage type (Ballistic) than stationary mines (Explosive), and thus stuff that gave immunity to explosive damage didn't protect you from bouncing mines.<br />
** Thanks to waylon531 for reporting.<br />
<br />
* Now when you press E to level up, if there are any more of those big central screen messages still showing they're cleared so they don't get in the way of the level up display.<br />
** Thanks to Moonshine Fox for inspiring this change.<br />
<br />
* Made the glass pots no longer shootable by enemies.<br />
<br />
* There will no longer ever be more than one Sideshot seeded per room, thanks to a new never_seed_more_than_one_per_room flag on it.<br />
** This flag is ignored on Misery difficulty, so you can run into really brutal groups of enemies there still.<br />
** Thanks to nas1m for suggesting.<br />
<br />
* The game now properly uses aliases for some of the common center-gamepad buttons so that they all map the same way across gamepads. Aka the Menu button on the XBox One controller is the same as Start on the 360. And the View button on the XB1 is the same as the Back on the 360. That way you don't have to change your default mappings around to get those to work. Start and Select also map to those, respectively, for usage on PS3 controllers and similar.<br />
** In the past this was set up for the 360, but with the prior version we inadvertently set this up for the XB1 so that the 360 then required a remapping to a control icon that looked identical. No longer!<br />
<br />
* In windows, the game now uses XInput rather than the default wrappered unity input. This fixes a few lingering issues with the triggers on the xbox one controller in windows only (they were fine in other OSes as of last version).<br />
<br />
* The game now allows you to back out of most windows using the menu button as well as the cancel button. This has been requested for a while, actually, and isn't related to the new input interface.<br />
<br />
* Fixed up the way that the hitting escape/B/cancel to get out of the game at the main menu was not working properly in the prior version.<br />
<br />
* Fixed a number of bugs relating to the virtual gamepad cursor in the escape menu selecting the wrong thing.<br />
<br />
== Version 1.006 ==<br />
(Released January 26th, 2016)<br />
<br />
* Added new toggle to extras tab of settings window: Always Use OS Cursor<br />
** If this is on, the game never uses the gamepad "virtual cursor" even if the gamepad is in use.<br />
** Thanks to Saphirahk and nas1m for inspiring this change.<br />
<br />
* Now if the revealed minimap is so big that it overruns its borders on the escape menu, it is scaled down to at least roughly fit within it.<br />
** Thanks to Tolc for reporting.<br />
<br />
* New "Gemini siblings" enemies from community member zharmad!<br />
<br />
* Fixed a bug where shopkeeper kills were not checked for achievements because it never did the room-win logic for shops.<br />
** Thanks to Matruchus for reporting.<br />
<br />
* Fixed a bug where one of the three code-branches that checks for waking the shopkeeper was checking the thing doing the damage rather than the shopkeeper for the waking-immunity to stuff not directly fired by the player.<br />
** Thanks to Reinhark, Cinth, and Matruchus for reporting.<br />
<br />
* Fixed a null exception that could occur shortly after loading a save.<br />
** Thanks to Danjuro for reporting.<br />
<br />
* Changed the logic of using keycards to unlock all doors in the room on the other side, rather than just the door facing you.<br />
** Otherwise a shop/item-room/etc that was locked could take two keys to get "through" to the other side, and if there was literally only one available and that was between you and the boss, well...<br />
** Also changed mapgen logic so that the next-to-start item room which often spawns cannot be locked, as that can cut off other areas of the map.<br />
** Thanks to SourKiwi for reporting.<br />
<br />
* Fixed a bug where the cryofreeze and other aoe effects would try to affect invincible stuff like caltrops.<br />
** In the case of cryofreeze, this could mean a lot of unnecessary sound effects.<br />
** Thanks to dumpsterKEEPER for reporting.<br />
<br />
* Fixed a bug where the "if you destroy a health shard block in a room adjacent to an unknown secret room, reveal that secret room instead of spawning the health shard" logic was instead checking for _known_ secret rooms. Cute.<br />
** Also, now when you enter a room bordering an unknown secret room, and the room you're entering has no heath-shard blocks (that normally reveal the secret when you blow them up, if there is one to reveal), it tries to convert a normal bombable block to one of those.<br />
*** If it fails to do that, it just reveals the secret room(s).<br />
** Thanks to nas1m, Watashiwa, and many others for reporting the frustration with secret rooms not being revealed.<br />
<br />
* Now when the game is seeding pickups that go in your main gun, energy, missile, or attachment slots it will never pick what you've already got equipped at the time of the seeding.<br />
** Thanks to TheVampire100 for inspiring this change.<br />
<br />
* New enemy "Demesne" added<br />
** This is another "Fearsome" type of foe... be careful around this guy!<br />
<br />
* Fixed a potential null exception bug when starting up the game.<br />
** Thanks to mrhanman for reporting.<br />
<br />
* Backfire now always uses BOTH of it's phases instead of randomly skipping to the second one.<br />
** It also now has more HP in both phases<br />
<br />
* Now the game tracks when you pick up multiples of the same powerup (for instance, level up perks that may be picked multiple times) and displays x2, x3, etc to show that.<br />
** This won't show that for powerups picked up multiple times in older saves because it wasn't tracked.<br />
** Thanks to Kevin Feederline, FroBrodine, and waylon531 for suggesting.<br />
<br />
* Fixed an issue accidentally introduced in version 1.005 where you could only pick up perks of each type one time, which would lead to blank perk selection screens on later levels.<br />
** Thanks to Reinhark for reporting.<br />
<br />
* ItemGainChanceOnEnemyKill and ItemGainOnEnemyKill modifiers now only proc against Ship entities; so not shots or obstacles.<br />
** Thanks to nas1m for reporting.<br />
<br />
=== Keyboard / Gamepad Controls Updates ===<br />
<br />
* Updated the game engine to Unity 4.7 instead of 4.6.7.<br />
** We generally try to avoid doing engine updates unless there are benefits or bugfixes that actually impact us. Past experience has taught us that new engine bugs appear unannounced, and we prefer to avoid those when possible by staying on known-stable versions until we need to not.<br />
** That said, this new version seems to be stable, and also is required in order to support the new InControl plugin.<br />
<br />
* We have completely gutted the underlying gamepad support and rebuilt it from the ground up with the InControl asset store plugin as the underlying basis for it.<br />
** This solves the XBox One controller compatibility issues, as well as making default bindings for the playstation 4 controller and many other main controllers now automatically kick into place.<br />
<br />
* The "Fire Up" and "Fire Up (Alt)" keybinds (and their down, left, and right counterparts) now cause your energy and missile weapons to target that direction too, even if normally they would target the mouse cursor.<br />
** Thanks to dfinlay for inspiring this change.<br />
<br />
* There is a new Debug: Show Gamepad Raw Inputs option in the extras tab of the settings menu.<br />
** If this is on, then any detected raw input from your gamepads will be shown on the left side of the screen. Useful for debugging but not much else.<br />
<br />
* The confirm popup now supports gamepad left-right (on either the dpad or the analog stick) to switch between the buttons, and the execute button to simulate a click on the highlighted button.<br />
** Thanks to Cyprene for inspiring this change.<br />
<br />
* Note: these changes have caused us to need to reset all of the existing key bindings to their defaults. If you had custom mappings you will need to remap those. Apologies!<br />
<br />
== Version 1.005 ==<br />
(Released January 25th, 2016)<br />
<br />
* Now when you use the in-game delete function on a file slot, it actually replaces that file with a very small file (just containing the text "deleted") which the game treats as an empty slot.<br />
** This way, steam cloud will not "helpfully" immediately repopulate the save file.<br />
** Thanks to ProfessorPaul1290 for reporting.<br />
<br />
* Now if you get a corrupt save message you have the option (again, removed late in alpha) to keep or delete.<br />
** If you delete, it actually copies it to a backup location and overwrites the slot with a small file that the game will treat as empty but the steam cloud will not automatically copy back over.<br />
<br />
* The perk screen now continues showing the previous HUD (for stat info).<br />
** Thanks to robdon for suggesting.<br />
<br />
* The knockback_resistance stat now also applies to weapon kickback.<br />
<br />
* The RedShift mech now has full immunity to both kickback and knockback.<br />
** Thanks to Apathetic for inspiring this change.<br />
<br />
* set disappears_if_room_left to true on the antigravitate blockage shards<br />
** Thanks to Apathetic for inspiring this change.<br />
<br />
* The boss "Backfire" is now active!<br />
** This has been completely redone from the ground up from what it used to be in the alpha. Be ready to deal with it's minions!<br />
<br />
* The Warden no longer falls asleep during phase 4 of it's attack<br />
<br />
* Fixed a bug where the recently added "missiles destroy shootables without them morphing into their more-damaged states" logic was causing the pathfinding-block on shootable-A and shootable-B objects to not be cleared when they died (because it was only being cleared when the C stage died, and that was being skipped).<br />
<br />
* Fixed a bug where OnRoomSwitch effects could fire when switching from an old run to a new run.<br />
<br />
* Fixed a bug where OnRoomSwitch effects that reduced hull health on the player would not actually do any damage due to the "invincible until leaves the doorway" logic.<br />
<br />
* The Medical Emergency pickup now only does its damage when you enter a room for the first time, not every time you switch rooms.<br />
** Thanks to The Hunter for inspiring this change.<br />
<br />
* The Impatience level-up perk now won't show up on the perk menu if you are already on the last floor of the run.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* The minimap icon for major item rooms and health storage rooms now disappears if you've entered the room and there are no pickups on the floor.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Fixed a bug with QuadEE/ZMC_GlassPipes. It was possible to get a Pearl trapped inside of Glass Unbreakable blocks, which made it not shoot or be killable, making the room unexitable.<br />
<br />
* Pearls now wake on being shot.<br />
** Thanks to Apathetic, Cinth, Paladinlord10, and Watashiwa for reporting.<br />
<br />
== Version 1.004 ==<br />
(Released January 23rd, 2016)<br />
<br />
* The minimap on the escape menu now has mouseover tooltips on the individual rooms.<br />
** The tooltip also lists any items on the ground in that room, if you've been there before.<br />
<br />
* Fixed a bug where a familiar that was supposed to only be for that room would respawn if you spawned it, left before it died, and deployed another familiar.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Put in further logic to prevent shopkeepers from being aggroed (or damaged) from sleep by anything other than a player-directed shot.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Fixed a bug where chests and other animated "special objects" spawned after room completion were not having their animators set up and thus were invisible (until opened, in the chest case).<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Enemy Spawners now explode when the room is cleared.<br />
** Thanks to ptarth for inspiring this change.<br />
<br />
* The width of columns on the Statistics screen has been broadened to accommodate some of the item names being longer than they were when that screen was set up.<br />
** This also prevents the close button from overlapping the next page button.<br />
** Thanks to robdon for reporting.<br />
<br />
* Added a "Fire Main Gun" key bind, replacing the hardcoded "hold down left mouse to fire main gun" logic.<br />
** Thanks to Cyborg for suggesting.<br />
<br />
* Fixed a bug where the 5-familiar achievement was counting some familiars twice (or after they died).<br />
** Thanks to Apathetic for the report and save.<br />
<br />
* Fixed a bug where occasionally a direct-fire shot would be fired as if it were "leading" the target.<br />
** Thanks to Misery for reporting.<br />
<br />
* Fixed a bug where the logic for resetting your position after dying in the tutorial was not reopening the doors, and thus causing you to be stuck there on the threshold of the door, if you entered through one.<br />
** Thanks to Arnos for reporting.<br />
<br />
* The game is now set to internally use the en-US format, so that hopefully those using other languages on the linux platform won't have to use the workaround of launching the game with the LC_ALL=C %command% or LANG=en_US %command launch option on.<br />
** Thanks to lessster for reporting.<br />
<br />
* Now the boss intro only has the boss go halfway across the screen, and then scale up to dominate the screen before fading out.<br />
** Thanks to Omgaar for inspiring this change.<br />
<br />
* The default Steam controller recommendation should is now 'Gamepad' instead of "Gamepad with high precision camera/aiming"<br />
** Thanks to death2cupbots for reporting.<br />
<br />
== Version 1.003 ==<br />
(Released January 22nd, 2016)<br />
<br />
* Fixed a rather serious bug in the last version that was causing the player to not be able to move upon entering rooms. Err... yeah, not sure how that slipped past us. Real sorry about that. We are very tired and clearly should not be making major changes right now. Thanks for understanding!<br />
** Thanks to Isaac, Cyprene, waylon531, Apathetic, and tupelocase for reporting.<br />
<br />
* The banshee now is more aggressive with its counterattacks again. Not so much as pre-1.0, but still a lot more than in 1.0.<br />
<br />
== Version 1.002 ==<br />
(Released January 22nd, 2016)<br />
<br />
* Fixed a bug where you could fire your weapons during just-entered-room invincibility.<br />
** Thanks to Moonshine Fox and others for reporting.<br />
<br />
* The text list of powerups at the bottom right of the escape menu is now a row/grid of icons with mouseovers for the names/descriptions.<br />
** Thanks to Apathetic and donblas for inspiring this change.<br />
<br />
* A new music track has been composed for the game! FTB 629<br />
<br />
== Version 1.001 ==<br />
(Released January 22nd, 2016)<br />
* The game will no longer seed secret rooms "from" shop, item, miniboss, secret, starting, or condemned rooms to avoid doors that look like they go to nowhere, or cannot be revealed.<br />
<br />
* Fixed a longstanding bug where secret rooms were requiring a 2x2 free space on the grid instead of 1x1.<br />
<br />
* Extended the destroy-enemy-shots-on-room-clear logic to continue clearing enemy shots from the room afterward instead of just once, as there are a few things that can continue to emit shots.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Updated the changelog to point to this new page.<br />
<br />
* Fixed up a mouse input issue that was a recent consequence of a perhaps-foolish major fix to some really unusual gamepads last night, which then broke mouse support for some folks with trackpads. The new system should work for everyone, as it is more unified and gets rid of some of the legacy input code that has been weighing down the button clicking for some time now.<br />
** Basically unity has an "input" way of handling clicks and such, and a "gui" way of doing it. We used to do a hybrid of both. Now it's all the "input" type, which is better for a lot of reasons.<br />
** Thanks to nas1m for reporting.<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Early Alpha Release Notes]]<br />
<br />
.<br />
<br />
.<br />
<br />
[[Starward_Rogue:Main|Starward Rogue Main Page]]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.0_Release_Notes&diff=28162Starward Rogue:Post-1.0 Release Notes2016-05-01T16:17:25Z<p>Zogheen: </p>
<hr />
<div>Test edit<br />
== Version 1.019 ==<br />
(This isn't done yet, we're still working on it.)<br />
<br />
* New Hotrod SFX, and a added particle effect.<br />
<br />
* Upped Miniboss HP, 10% across the board.<br />
<br />
* Miniboss Tri has been significantly improved, including Hard, and Misery mode versions.<br />
<br />
* Fixed the Nanite Leeches not appearing in the GUI, once picked up.<br />
** Thanks to logorouge for reporting!<br />
<br />
* More new SFX for Crystal Mother, Spiders, Amberbarrage, Crossclaw, and RearBurstTurret. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Changed the Redshift Mech starting secondary to the Precision Railgun.<br />
<br />
* Updated the Reaper's Misery mode version.<br />
<br />
== Version 1.018 ==<br />
(Released March 28th, 2016)<br />
<br />
* Fixed a bug where homing weapons (especially ones with a homing delay) could wind up homing on the invisible bouncing mine emitters.<br />
** Thanks to Pepisolo for reporting.<br />
<br />
* Fixed a few problems with the FamiliarFollower logic that was making it rubber-band back and forth between the player and the enemy, etc.<br />
** Thanks to Pepisolo and ptarth for reporting.<br />
<br />
* Fixed a bug where a system with homing and a bullet pattern would allow the homing to work on the initial firing (it was correctly not trying to home after that; bullet patterns override homing until the pattern expires).<br />
** Thanks to Pepisolo for reporting.<br />
<br />
* Tweaked the following consumables: One Way Barricade (shot change), Tactical EMP (tweaks), Ricochet Circuit(now last for a whole floor), Stim Pack(now last for a room), Overheating System(tweaks and now last for a room), Overloading Circuit (duration increased to 30 seconds), Energy Boost Circuit (now plus 20 energy), Siphoning Circuit (new you lose 20 energy), Supernova (larger AOE on explosion, needs more work, though), Ludicrous Speed Circuit(made the speed increase more ludicrous), Carnage (upped duration to 15 seconds), AllTheRockets(increased duration to 30 seconds), ShieldsDown (increased duration to 30 seconds),Code Annihilate(slight damage increase),Code_Overdrive(increased duration to 15 seconds),Code_Defend (now last for a room), SignalTriangulator(This now reveals the boss room rather than teleporting you straight there), Beaming Probe and Incinerator Probe (tweaked to be more useful), OrbitingBattleStation (now fires multiple shots), all consumable sentries now block shots but they have limited health.<br />
<br />
* New consumable item Wormhole Journey added.<br />
<br />
* New consumable item Anomaly Detector added.<br />
<br />
* Changed Autocannon Minibot to a use the FamiliarFollower (pathfinding) behavior.<br />
<br />
* New BullRush,BullDog, and Battleswarm SFX. New Spine Ballista SFX. Fixed Pressure Shotgun audio typo. Thanks to Goldenwolf for helping me with this!<br />
<br />
== Version 1.017 ==<br />
(Released March 17th, 2016)<br />
<br />
* PathfindingAttacker enemies now update their paths more frequently.<br />
** Thanks to Pepisolo and ptarth for suggesting.<br />
<br />
* Tweaked the Riot Suppressor for performance and balance. Shots no longer pierce walls. Slight damage decrease.<br />
<br />
* Improved the Hunter Killer weapon.<br />
<br />
* Overhauled the SerratedSpineLauncher. It now causes toxic bleeding.<br />
<br />
* Overhauled Purifying Nova. It's a lot more visually satisfying now, and also clears enemy shots.<br />
<br />
* More SFX work. New Fencing Needle and Caliburn SFX. Added new Paragon, Reaper, Bastille, Arcoris, Hunter and Tri SFX. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Fixed a bug where not setting modifiers_applied_to_nearby_entities_max_simultaneous_affected (thus leaving it at the default of zero) would cause NearbyEnemies modifiers to never be applied to anything. Now the default functions as "no limit".<br />
** Thanks to ptarth for reporting.<br />
<br />
* Added to system:<br />
**deflected_shots_inherit_speed (bool)<br />
***only meaningful if deflects_shots is true, makes affected shots go the same speed as the shot deflecting them<br />
**deflected_shots_inherit_angle (bool)<br />
***only meaningful if deflects_shots is true, changes the angle of affected shots to match the shot deflecting them<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* Preliminary Hard and Misery mode Hunters added, although more work is needed. More Hunter tweaks.<br />
<br />
* Fixed some missing SFX caused by typos.<br />
<br />
* Glass walls and disrupted regenerating walls no longer cause shot-spawn to be offset from them, since the shots can pass through them anyway.<br />
** Thanks to samnainocard and Pepisolo for reporting.<br />
<br />
* On system, added:<br />
**shot_homing_delay (float)<br />
***if set, the shot won't start homing until this many seconds after spawning<br />
***only meaningful when combined with shot_homing_range<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* Fixed a bug where cue_time > 0 would prevent shots_per_salvo > 1 from having any impact (it would just fire one shot).<br />
** Thanks to ptarth for reporting.<br />
<br />
* Kickback now happens after cue-time is complete, and after all shots in the salvo have been fired.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Adjusted the upper-left "Main Menu" label on the "after loading a file slot" screen to match the position of the "File Select" label on the previous screen.<br />
** Thanks to kingisaaclinksr for reporting.<br />
<br />
* Removed support for "periodic movement modes" because, though spec'd out and implemented in some detail during development, they were never actually used in the released game and are generally very buggy. Whatever we might want to do using these could instead probably work via movement controlling bullet patterns, etc.<br />
<br />
* Now that folks have had a chance to get used to the weird test-chamber button order of "[Cancel] [OK] [BLANK] [Wiki]", we're switching it to the more reasonable but now strange "[Wiki] [Blank] [Cancel] [Okay]".<br />
** Thanks to ptarth for suggesting.<br />
<br />
* New main weapon Smart Gun added.<br />
<br />
* Two new varieties of Bulldog and Bullrush added.<br />
<br />
* Added Banshee performance improving flag.<br />
<br />
* Changed any "ammo" references when referring to energy weapons to "energy".<br />
<br />
* Weight Optimization reworked to modify enemy movement speeds.<br />
** Thanks to Discotech and logorouge for reporting.<br />
<br />
* Added two more Arcoris variations.<br />
<br />
* Tweaked some of the guns. Fixed a missing Cluster Launcher mech gun image.<br />
** Thanks to Goldenwolf for the feedback!<br />
<br />
* Improved the Nanite Leeches to have more presence. It now fires 8 homing leeches.<br />
<br />
== Version 1.016 ==<br />
(Released March 8th, 2016)<br />
<br />
* More SFX work. New Incinerator, Twin Machineguns, Precision Railgun, Splitfire Cannon, Venomous Stinger, Riot Suppressor, NarcoStinger, BoomerangNeedler,TorpedoCannon, Deleter,HolyFire, HunterKiller, GravityCannon, Corona and Detonating Rose explosion SFX. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Improved handling of ricochets to avoid cases where shots just disappear on hitting a wall.<br />
** Thanks to ptarth for extensive testing and feedback on this.<br />
<br />
* Turned the Hornet Nest SFX volume down a bit. Also did the same for the Guardian Gun, Fragment Cannon, Cluster Launcher, Phaser and the Translocator.<br />
** Thanks to Krysle Quinsen, Econael, and Crolley for the feedback!<br />
<br />
* Fixed a bug where your familiars could auto-target bouncing mine emitters, which are invisible and can't be hit anyway.<br />
** Thanks to Pepisolo and Solar Marine for reporting.<br />
<br />
* Fixed a bug where familiar-based weapons couldn't harm wake-on-shot enemies (like facerippers) at all, even after the enemy was awake.<br />
** Thanks to crazyroosterman, Cinth, and Pepisolo for reporting.<br />
<br />
* Increased Guardian Blaster width. Tweaked Raincannon colour. Tweaked Suppressor shot size and colour. Improved the Grapeshot. Now fires a burst of shots. It's now a limited ammo, but high power weapon. Tweaked Precision Railgun. Improved the Splitfire Cannon. Also improved Narcotics Stinger.<br />
<br />
* Overhauled Venomous Stinger. It now infects enemies, and infected enemies explode into a pool of venomous sludge upon death.<br />
<br />
* Made it very unlikely to slide through a one-way tile next to a wall by running into the wall.<br />
** Thanks to Pepisolo and ptarth for reporting.<br />
<br />
* Put in some code to hopefully prevent some issues with loading sounds in some cases.<br />
** Thanks to Econael, Amitiel, and samnainocard for reporting.<br />
<br />
* Some mapgen-related error messages are now silent log entries because there's already recovery mechanisms in place to make sure the player gets a fully formed dungeon.<br />
** Thanks to TuxedoBra for reporting.<br />
<br />
* Changed various items from "add/subtract missiles/energy/whatever at a massive rate for a very short period of time" behavior to simply adding/subtracting a large amount, so that the effect would show up immediately even when you're playing RedShift and time isn't normally passing.<br />
** Notably, the missile refill effect from Arms Race.<br />
** Thanks to Solar Marine, Cinth, ventifer, and ptarth for reporting.<br />
<br />
*Added new attribute to xml schema for bullet node: initial_angle_is_absolute (bool)<br />
**makes the initial angle of the bullet not be relative either to the angle from the firing entity to the target entity or to the rotation of the firing entity<br />
**Thanks to ptarth for suggesting.<br />
<br />
* Redid Reaper Hard mode, Misery mode version also added, but this may need something a bit extra.<br />
<br />
* Fixed a bug where EntityModifierType.DoubleItemGainChance (used by "Major Coinage" and "Wishing For More Wishes") was working for all item types, not just the one specified.<br />
** Thanks to Solar Marine and ptarth for reporting.<br />
<br />
* Added new FamiliarType: PtarthianOrbit<br />
** Behaves like SimpleCircleOrbit, but doesn't try to automatically space out the familiars in a ring. 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 />
** Thanks to ptarth for inspiring this change.<br />
<br />
* Added new sub-node type for entity nodes: familiar<br />
** Basically this is like adding something to the end of the "familiars" list that's already there, but allows you to set some additional info.<br />
** Attributes:<br />
***type (entity)<br />
****the actual familiar type, same as if you'd put it in the "familiars" list<br />
***minimum_difficulty (DifficultyType), maximum_difficulty (DifficultyType)<br />
****the lowest and highest difficulty where this entry will be considered (default: always consider)<br />
***chance_out_of_100 (int)<br />
****if this is set, and set to a value less than 100, each time it considers spawning this familiar it only has this % chance of actually doing so<br />
***radius (int)<br />
****only meaningful with PtarthianOrbit, sets the radius of the circular orbit<br />
***starting_angle (float)<br />
****only meaningful with PtarthianOrbit, sets the starting position on the circular orbit, in terms of degrees around the circle<br />
***rotation_reversed (bool)<br />
****only meaningful with PtarthianOrbit (works for SimpleCircleOrbit, but is weird there), if set this makes the familiar rotate in the other direction than it would normally<br />
***override_degrees_per_second (float)<br />
****only meaningful with PtarthianOrbit (works for SimpleCircleOrbit, but is weird there), if set this overrides the speed of the orbit (which is normally based on the familiar's speed); you can use negative values instead of the rotation_reversed flag if desired<br />
***suppress_line_of_sight_check (bool)<br />
****only meaningful with PtarthianOrbit, SimpleCircleOrbit, and NormalOrbit, if set this causes the familiar to skip the normal "don't fly through walls" logic<br />
*****if you know the familiar will always be in an open space where it doesn't need to check this, or if you want it to fly through walls, this flag helps lower the CPU cost of the familiar because it's not having to do LOS checks every frame<br />
<br />
* Made the Repulsive Hornet Mine available for seeding in the game, as it was the only starting Mech secondary not to be available. Regular Hornet Mine no longer seeds as Repulsive Hornet Mine is just a much better version.<br />
<br />
* Now when you use a teleporter, instead of doing a full refresh on your familiars it just relocates the normal-ship-behavior familiars to you (the other types always orbit you anyway).<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* New shot graphic for Flamethrower type systems.<br />
<br />
== Version 1.015 ==<br />
(Released February 25th, 2016)<br />
<br />
* New Enemy Aegis added. 4 variations<br />
** Thanks to community member Hearteater for creating these!<br />
<br />
* Correct icon added for the Masochism consumable.<br />
** Thanks to ScrObot for reporting!<br />
<br />
*Orbital familiar hijinks have been sorted out. They'll fight fairly for now.<br />
** Thanks to everyone who reported for reporting!<br />
<br />
* Entities with ship_category="RandomFloatingChunksOfStuff" (i.e. antigravitate blockade shards) can no longer proc health-on-kill or item-on-kill modifiers.<br />
** Thanks to Ayrix and dfinlay for reporting.<br />
<br />
* Fixed a bug where the "kill final boss with all mechs" achievement (and similar one for super-final boss) considered the tutorial mech as in that group.<br />
** Thanks to pmkenny1234 for reporting.<br />
<br />
* Fixed a bug where progress on the "kill final boss with all mechs" achievement (and similar one for super-final boss) was not being tracked properly.<br />
** Note: if you've gotten a kill-final/superfinal-boss-with-specific-mech achievement, and you load an old save, it will update the progress tracking for these kill-with-all achievements.<br />
** Thanks to pmkenny1234 for reporting.<br />
<br />
* Starting work on the SFX overhaul (which will take a long time to complete, bit by bit). New Banshee, Anangu, Energy Shield Module, TurboBlaster, Translocator, Railgun, PhaserGun,SplinterCannon,HornetNest,GrenadeLauncher,ClusterLauncher,PoisonedKnife,GuardianGun SFX added. Thanks to Goldenwolf for helping me with this!<br />
<br />
* 14 more new rooms added.<br />
** Thanks to community member Reath for creating these!<br />
<br />
* A few of the weedier enemies in CMP_EnemyShips have been set to not seed later in the game. Facerippers, for example, seem too weak to be seeding on later floors.<br />
<br />
* Set the few reticule based items to not seed until they are overhauled as they don't work very well on joypad.<br />
<br />
* Lots of tweaks to the main gun upgrades. More main gun upgrade tweaks.<br />
<br />
* Overhauled the Disruptor energy weapon, including new SFX. It is now a shorter range spread shot that disrupts enemy movement and fire rate. The longer you hold the burst, the stronger the disruption.<br />
<br />
* Viper Difficulty Reduction<br />
** Slowed Homing Shots<br />
** Decreased Homing Shot Homing Range<br />
** Changed color patterns so that Red, BurningRed, and Purple are only on homing shots.Red Snakes = Bad Snakes!<br />
** Added Egg shot to produce the Snake Shots (previously was invisible)<br />
** Added do_not_do_rest_of_logic_on_early_death to egg shot. Kill the egg, and the baby snake dies.<br />
<br />
== Version 1.014 ==<br />
(Released February 19th, 2016)<br />
<br />
* Flame tank mech has had it's main weapon rebalanced a bit<br />
<br />
* Blade Module is now found only in the secret room, instead of the sacrifice room<br />
<br />
* Tactical Nuke now does 650 damage and a guaranteed crit<br />
<br />
* Basic Drone now costs 90 credits instead of 20<br />
<br />
* STG-4377 damage has been lowered, and it's spread has been widened, and it no longer has infinite range<br />
<br />
* Big Leaky Battery's energy drain effect is now slightly faster<br />
<br />
* MajorCoinage now has a 40% chance of activating instead of 100%<br />
<br />
* Charger's attack range has been reduced<br />
<br />
* Labyrinth's chaser shot no longer dies on contact with the player<br />
<br />
* Missiles now explode on the very first shot they hit (they should be better at deflection now)<br />
<br />
* Combat Shield's energy cost slightly reduced<br />
<br />
* Multiple exploits have been negated in the fight with Terminus<br />
** The teleporters in the room are now one-way, and you cannot wake the boss with bullets from that location, or even damage it from there; you must step out of the teleporter to wake it<br />
** In addition, Terminus is now completely invincible as long as either of it's two guardians are in the room. If you try to skip them by running through them to the teleporters, you'll permanently trap yourself in an unwinnable state. No cheating, now...<br />
<br />
* Glassbreaker's sacrifice cost reduced by 1<br />
<br />
* Incineration module damage increased to 100<br />
** It also has a damage cap though, which is also 100<br />
<br />
* Consumable "Code: Overdrive" has had it's effective duration doubled<br />
<br />
* Battalion enemy now does not spawn until floor 6<br />
<br />
* The Corrosive Drone shots were intercepting other shots making it super OP. Fixed this so that they no longer intercept other shots.<br />
** Thanks for Pardinuz for reporting!<br />
<br />
* Escape now closes the Credits window.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Now switching between a secret room and a room with door-closing enemies does not restore your shields.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
* Magnetic shot drift no longer happens in shop rooms, to avoid accidents with the shopkeeper.<br />
** Thanks to ventifer for reporting.<br />
<br />
* Three varieties of new enemy Blademorph added. Thanks to community member Zharmad for creating these!<br />
<br />
* Updated the repulsive hornet mine to a more high res shot image. Also did the same for the grenade launcher and gravity cannon shot. Added variant colour flea guard shots.<br />
<br />
* Tweaked phase 1 Invader health and revenge spawner fire rate.<br />
<br />
* Deadly Viper enemy recategorized as a Fearsome_7x7<br />
<br />
* Shred Guardians recategorized as Wanderer_3x3<br />
<br />
* Reactive Blast Module is now the Reactive Shock Module<br />
** Instead of creating an explosion, it now creates a short range shockwave to clear bullets around the player<br />
** It now also can appear in the Defensive Shop, with a credit cost of 65<br />
<br />
* Added two more varieties of Krill Spitter<br />
<br />
* Labyrinth's chaser shot can no longer be cancelled<br />
<br />
* Enemy orbital familiars no longer render before you fully enter the room, since their orbiting offsets aren't set up until after you enter and that led to them rendering in weird places.<br />
** Thanks to dfinlay, Misery, ptarth, and dumpsterKEEPER for reporting.<br />
<br />
* Fixed some annoying cosmetic things with Reaper. Fixed it so that the Hunter nets bounce off walls more reliably.<br />
<br />
* Overhauled the Narcotics Drone to be more desirable. It now attacks of its own accord and its debuffs occur more frequently.<br />
<br />
* Tweaked Narcotics Drone description. Reduced the Corrosive Drone Size.<br />
<br />
* Added a description to the Masochism probation.<br />
** Thanks to ScrObot for reporting and Cinth for coming up with the description.<br />
<br />
* Fixed the Keyprentice and Keymaster perks.<br />
** Fix provided by Cinth! Thanks!<br />
<br />
* Added new drone Kamikaze Minibot. Available from all good retailers. -- Note, Kamikaze Drone had to be pulled due to a bug. If you still want to try it out, remove is_not_ready_to_seed="true" from the Kamikaze Minibot xml in Dayton_PowerUps.xml. It currently has issues going through teleporters. Sorry!<br />
<br />
* Corrupting Power Incredibility no long kills players on pick-up.<br />
** Also fixed the issue with Corrupting Power not dropping if you picked up another incredibility.<br />
** Thanks to dfinlay for the report.<br />
<br />
* Changed the room BGS_KickingTheHive so that there is less backtracking needed.<br />
** Thanks to Reath for reporting!<br />
<br />
* Reduced the Drone size across the board a little.<br />
<br />
* New Drone Autocannon Minibot added.<br />
<br />
* Fixed the issue with the Sacrifice shops. No more unexpected deaths from this source!<br />
<br />
* Fixed the broken Energy Shield module. A little more work is needed before it's completely polished, though.<br />
<br />
== Version 1.013 ==<br />
(Released February 10th, 2016)<br />
<br />
* Added 14 new rooms courtesy of community member Reath. Thanks, Reath!<br />
<br />
* New entity attribute:<br />
** pick_up_even_if_wastes_resources (bool)<br />
*** if set, this item can be picked up even if it grants health/items that the player can't benefit from because they're at max<br />
*** useful if that health/item grant is just a secondary effect and you want the primary effect to always be available<br />
** Thanks to Cinth for inspiring this change.<br />
<br />
* Now when you take a shield hit you glow blue instead of red.<br />
** Thanks to nas1m for suggesting.<br />
<br />
* Now if there's both enemies and a power generator in the room, simply defeating the enemies will open the doors but will not cause the room to be considered "won" (which is what defines the normal trap-shutdown behavior, etc).<br />
** Thanks to Enrymion and Misery for suggesting.<br />
<br />
* Viper enemy code has been improved, and modified to have better performance. Thanks, Ptarth for creating these changes!<br />
<br />
* MetalGrinder now comes with an extra sneaky attack. Thanks for creating the changes Ptarth!<br />
<br />
* New Enemy, Krill Spitter added courtesy of community member Ayrix. Thanks for creating the enemy Ayrix!<br />
<br />
* Added EffectType.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 />
** it's now used instead of InventoryChangePerSecond for those cases<br />
** Thanks to Maurog, Danjuro, zharmad, and LaGrange for inspiring this change.<br />
<br />
* The cheap item shop rooms no longer contain glass shootables, but instead now have caltrops in those places. This way you don't accidentally shoot the shopkeeper, but it's also a visual clue as to the type of shop (each type of shop has its own little object sort as a visual clue).<br />
** Thanks to Cinth for suggesting.<br />
<br />
*Risky Assassin no longer kills you when you pick it up with hull damage.<br />
*Risky Assassin now also will remember where your Max HP is so if you decide to swap it out later, you aren't stuck with 1/1 HP.<br />
** Thanks to Cinth for creating this fix!<br />
<br />
* Tweaked Bullet Drone, and overhauled Corrosive Drone to be more desirable.<br />
<br />
* Changed the misleading description of the Berserker level up perk.<br />
** Thanks to Whiskeh and Cinth for reporting.<br />
<br />
* Fixed a bug where there were very, very few bosses that could actually seed on floor 6, and some simply couldn't seed at all (being restricted to floor 7, which always has... something else), and others could only seed if you'd satisfied certain conditions. This led to no boss room on floor 6. A clever trick on part of the game, but we're nerfing that strategy.<br />
** Thanks to Samichama, zharmad, zekafonss, Cinth, and others for reporting.<br />
<br />
* Put in some extra checks in mapgen to prevent giving you floors with no boss rooms.<br />
** This won't fix old runs, since the mapgen for all the floors in that run is already done there. But future runs will benefit from this.<br />
** Thanks to Samichama, zharmad, zekafonss, Cinth, and others for reporting.<br />
<br />
* Halved the lifespan of the Shred Guardian blades so that they don't overstay their welcome.<br />
** Thanks to Discotech for the feedback!<br />
<br />
* Overhauled Tag Team drone. It now pathfinds to the player so it doesn't get stuck, and its shots don't obscure your vision as much as it used to. It's easier to use as a DPS booster now.<br />
<br />
* Added new enemy Anangu Initiate and variant Anangu Warrior. Thanks, Zharmad for creating these enemies!<br />
<br />
* Added Hard Mode system for Reaper.<br />
<br />
* Started looking through the secondary weapons systems for missing sound effects (and adding some if missing, of course). Also tweaked a few shot images, one was using excessive scaling so swapped it for a higher resolution image. (note to self: I'm up to Grapeshot in the item pickup xml)<br />
<br />
* Updated the Abmoog Shield enemy to not look like the ram, which might be confusing for the player. Thanks for creating the change, Ptarth!<br />
<br />
* Added a confirm-popup when starting a tutorial while you have an active non-tutorial run going in the same file (as it overwrites that active run).<br />
** Thanks to Kevin Tang for inspiring this change.<br />
<br />
* Now when you buy a health-cost item it increases the cost of future health-cost items during that run by 2. Stacks.<br />
<br />
* Now when zamboni-behavior enemies (like the blind lady enemies) are nudged by a one-way-arrow tile they treat it as a wall collision and so should reverse direction, etc.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Now when you gain max health via shard pickups it will give you a big central screen message to that effect (once you're out of battle, same as when you level up)<br />
** Thanks to Moonshine Fox for suggesting.<br />
<br />
* Now when you pick up health/missiles/health-shards/keycards/credits there's a little floating text near you to that effect.<br />
** XP was already being announced in a similar way near either the thing killed (if you gained the XP that way) or near you (if it's from an XP pickup or a deposit box).<br />
** Thanks to Moonshine Fox for suggesting.<br />
<br />
* Gain-health-on-kill and gain-item-on-kill modifiers no longer proc when killing enemy familiars and stuff from enemy spawners.<br />
** Thanks to Cloud51023 for reporting.<br />
<br />
* Invader Boss upgraded to version 4.0! The boss now has multiple stages, and has been improved for all difficulties. Thanks, Ptarth for creating the changes!<br />
<br />
* The in-game credits now properly thank the alpha testers, the community contributors, and note Erik as being involved in the game design.<br />
<br />
*Beast Mode: Reduced to 20% attack power. It was previously 40% attack power.<br />
<br />
*Anger Protocol: Reduced to 20% attack power. It was previously 25% attack power.<br />
<br />
*Large and in Charge: Reduced to 20% attack power. It previously was 25% attack power.<br />
<br />
*Changed flags on Harmony and Rocket Man to not show up with other power-ups in the pause menu. Probation items display their status on the primary screen and this was causing confusion.<br />
** Thanks to LaGrange for the report and Cinth for the fixes!<br />
<br />
* The obstacle lasers are now more enthusiastic about doing their job, in terms of hit detection and frequency of checking, so that even if you sprint across them you will be much more likely to take damage.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Both versions of the Mirror boss are now more dangerous and more tanky, and now have their own unique Hard Mode patterns.<br />
<br />
* Fixed a bug where gamepad/keyboard aiming of melee primary weapons didn't really work because it wasn't using the mouse version's rule of "always act like it has at least 30 range for angle computations".<br />
** Thanks to Cinth for reporting.<br />
<br />
* Improved the responsiveness of gamepad/keyboard firing to aim in the direction specified even for the first shot (which previously tended to go towards wherever you were facing before pressing the button).<br />
<br />
== Version 1.012 ==<br />
(Released February 2nd, 2016)<br />
<br />
* Got rid of the diagonal wall smoothing from the prior version. Two or three days of working on that and it's just not tenable.<br />
** Thanks to Cinth and ghoti221 for reporting.<br />
<br />
== Version 1.011 ==<br />
(Released February 2nd, 2016)<br />
<br />
* New enemies, Viper, Vicious Viper, and Deadly Viper integrated. Vicious starts seeding on floor 3. Deadly starts seeding on floor 5.<br />
** Thanks to Ptarth for creating these enemies!<br />
<br />
* Player collision with angled walls is now a lot smoother.<br />
<br />
* Starward Rogue has now been migrated to Unity 5.3.2, up from version 4.7 just a week or so ago. We are moving to Unity 5 with our next project, and thus we finally had a reason compelling enough to upgrade our unity 3D licenses. With that it thus made sense to also get Starward Rogue on the very latest and greatest.<br />
** Overall this doesn't make a whole lot of difference to the game itself, to be honest. But it may have some slightly better compatibility on linux and osx.<br />
<br />
* One new benefit of being on unity 5 is that the game now is able to lock the cursor to the window when you are playing in windowed mode or on fullscreen in multiple monitors. This unfortunately only works on linux and windows for some reason (this is the stated support level in unity 3d), and on windows it's still possible to grab the title bar and the other resize bar bits. But it's still vastly better than before.<br />
** We have it set so that it doesn't lock your cursor until it detects a keypress inside the game itself, and it disables itself if you open the menu or hit the cancel button.<br />
<br />
* The hitboxes for all the mechs are now half as large as they were before. This is more in line with most SHMUPs and Isaac and a number of other games, and allows for more precision play.<br />
<br />
* Updated the Demesne enemy substantially in order to make it both use higher-performance shot logic as well as not use so incredibly many shots. It was definitely a big drain on performance in any room it was in.<br />
<br />
* A completely new variant of Shred Guardian has been added, plus some balance fixes for the other variants.<br />
** Thanks to Ptarth for creating the new variant and providing the balance tweaks!<br />
<br />
* Added a new settings option to the extras tab:<br />
** Debug: Check XML Validity<br />
*** If this is on, then when XML files are read in it will check to see if there are any attributes that refer to nonexistent features. These generally indicate typos or other xml errors. This doubles the amount of time it takes to parse the xml, though, so it's off by default (it's still fast either way).<br />
** This solves some minor performance issues introduced in version 1.010 when this was added. However it's not related to the overall larger hitching.<br />
** A bug relating to this has also now been fixed that was wasting about 50MB of RAM, and this bug may have been the cause of the overall hitching we started seeing in 1.010.<br />
<br />
== Version 1.010 ==<br />
(Released January 30th, 2016)<br />
<br />
* The way that the completion percentage is calculated has been massively updated to now include your perfections against bosses, your wins with incredibilities, and so on.<br />
<br />
* The full 7-floor runs now unlock after 3 runs rather than 10.<br />
** We originally did it as 10 because another popular game in the genre does that. But lately we've been getting frustrated at how long it takes before players are even able to see that awesome content that comes after beating The Warden three times. For a youtuber or a twitch streamer it's really quite a time investment to even consider it.<br />
** Thanks to dfinlay for giving us the kick in the pants to actually make the shift, though. :)<br />
<br />
* Fixed a scripting mistake on Cheapskate.<br />
** Thanks to sherpajack for reporting.<br />
<br />
* Added an attribute to entity nodes: frequency_in_enemy_seeding (int, default 100)<br />
** this is actually an alias to frequency_in_item_pools, which now also impacts normal enemy seeding frequencies, but this name would make more sense in the xml for enemies<br />
<br />
* Fixed a bug where the "win run having held incredibility X since Floor 1" achievements weren't working because they were requiring you to pick the item up on Floor Zero... um, yea, sorry.<br />
** Thanks to Soupinator for reporting.<br />
<br />
* Fixed a bug where the statistics window wouldn't respond to the Cancel or OpenMenu keybinds, and thus couldn't be closed via controller.<br />
** Thanks to Reath for reporting.<br />
<br />
* Now if you somehow get stuck completely outside the room's boundary rectangle it will gradually bump you into it, to avoid it being a bricked run.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Fixed a bug where in the rare cases that floor generation just couldn't come up with something after a hundred tries, you could get a partial run generated but not the whole thing. Now in those cases it just rerolls the whole dungeon, and keeps jolly well doing so until it finishes one properly.<br />
<br />
* Fixed a bug where floorgen would sometimes allow mismatched door connections, which could leave you stuck in a wall if you went through one. Now it throws those floors back.<br />
<br />
* Now when you use a mysterious circuit you didn't know about yet it displays a message in the upper-left with the name and description of the now-known circuit.<br />
<br />
* Setting a bullet pattern loop's iterations to zero just has it never execute its body now, instead of acting like iterations="1".<br />
** Thanks to ptarth for suggesting.<br />
<br />
* Halved the frequency at which Tiny Transport seeds.<br />
* Further reduced the frequency at which Tiny Transport seeds. They should be pretty rare now. Slightly reduced the amount of drops each one can give. Credit Tiny Transport now drops 3 credits per drop in order to balance the usefulness of its drops compared to the other two varieties of ship.<br />
** Thanks to Dfindlay and Amitiel for the feedback.<br />
<br />
* Now when the game is loading xml content, it checks afterward to see if there's any data (specifically, attributes) it didn't use, and if it finds any it fusses in a short message in the upper-right message log and dumps the details to UnrequestedXMLAttributes.txt<br />
** Bear in mind that the message log doesn't show on the title screen, but does show on the file select screen.<br />
** Thanks to ptarth, zharmad, Misery, and many others for inspiring this change.<br />
<br />
* The text shown near the top for active probations has been cleaned up to not have stray zeroes and weird descriptions and so on.<br />
<br />
* Some updates have been made to the input handling to fix an issue where the custom dead zones were apparently not being properly applied to the left and right thumbsticks in all cases, particularly on linux -- but in general possibly on most cases where xinput is not being used.<br />
** Thanks to HerrGnatz and PoloBaquerizoH for reporting.<br />
<br />
* Added a new Shred Guardian courtesy of community member ptarth.<br />
<br />
* Fat Bullets is now Precision Ammo - Bullets are 25% smaller but also deal 20% more damage.<br />
<br />
* Enormous Bullets is now Contaminated Ammo - Bullets poison enemies for 50 damage over 2 seconds.<br />
<br />
== Version 1.009 ==<br />
(Released January 28th, 2016)<br />
<br />
* Expanded the new "does not block sight even though it blocks pathing" thing to a bunch more room features; the enemies may not actually be able to _hit_ you while you're hiding behind that laser emitter, but they can try. And have a much better chance than if you were actually behind a solid wall.<br />
<br />
* Added new attribute to the bullet pattern "loop" node: take_pants_off_head (bool)<br />
** This suppresses, for this loop tag, the longstanding (all the way back to TLF) bug where on iterations after the first it would often skip the first action in the loop.<br />
** For the less sarcastic content contributors, you can use an alias for this new attribute: suppress_loop_bug<br />
** This defaults to false because many of the existing loop tags would cause infinite-loop behavior if the bug were fixed for them.<br />
** Thanks to ptarth, Misery, and others for reporting.<br />
<br />
* Added stats for how many runs until you unlock 7-floor runs, and for which incredibilities you've won a run while holding.<br />
<br />
* Energized Glass Hull is now disabled (likely to be removed unless it it re-worked). <br />
** New Incredibility - Corrupting Power : Gain a high amount of max energy and you will regenerate energy over time... but at what cost? ;)<br />
<br />
* A new "metal grinder" deadly pursuer enemy has been added to the game.<br />
** Credit to community member ptarth for yet another awesome creation.<br />
<br />
* A new "Tiny Transport" enemy has been added to the game.<br />
** Tiny Transport. These are kind of like the health and potion gnomes from Golden Axe; the more hits you can get in on them before they explode, the more drops you get.<br />
<br />
* A number of OSX controller incompatibilities (and linux ones as well) should now be solved. We had not noticed that were were a preponderance of preprocessor compiler directives in the InControl code, rather than using Application.platform. Given we compile on windows, this created a problem. We've shifted everything over to be compile-computer-agnostic, so presumably those issues (they were actually missing bindings) should be fixed.<br />
** Please do let us know if this doesn't do it, though. We haven't actually had a chance to test it out in the situations that were an issue before. It's been a... trying... day.<br />
** Thanks to Sounds, Sounds of Silence, beatnikbedlam, lessster, and RuySan for reporting.<br />
<br />
== Version 1.008 ==<br />
(Released January 27th, 2016)<br />
<br />
* Kill tracking for multi-stage entities now only happens when the final stage dies, and it tracks under the first stage's name.<br />
** This avoids a problem where you got "credit" for killing a boss when you'd only killed the first stage, even if you then died before winning the fight.<br />
** Thanks to Danjuro for inspiring this change.<br />
<br />
* Fixed a bug where the difficulty of the tutorial was being set according to the last run of the test chamber (which is basically just for devs and modders), and since the tutorial is the first thing that runs when you start a new file it could result in all your new files being set to Misery difficulty without you realizing it.<br />
** This may have only impacted a certain developer who was wondering why he was suddenly so bad at this game.<br />
<br />
* The game is now way more aggressive about using different room scripts for rooms of the same general type, until it runs out of "new" ones and then it just starts over.<br />
<br />
* The energy bar in the lower-left now shows your actual current and max amount of energy.<br />
** Thanks to Ljas for suggesting.<br />
<br />
* Now any inventory item type (missiles, energy, etc) that has a maximum cannot have that maximum modified below 1. Otherwise when it hit zero it just becomes "no max" and doesn't work right.<br />
** Thanks to Nargasse for reporting.<br />
<br />
* The minimap now doesn't show icons for missiles or credits left in a room if you're at max capacity for those items.<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Fixed a bug where weapons with shots_per_salvo > 1 and placed in a system offset would not properly offset the secondary shots.<br />
** Thanks to ptarth for reporting.<br />
<br />
* There's now a short "Victory!" display after you win a run, followed by a fade to black, rather than dumping you straight to the menu when the last floor boss dies.<br />
** You are invincible during this time.<br />
** Thanks to Ljas and zharmad for inspiring this change<br />
<br />
* Keyprentice is now on level 3 instead of level 9, and it now only gives you 5 keys instead of 10.<br />
** Keymaster is now on level 8 instead of level 10, and now only gives you 20 keys instead of 50.<br />
** Thanks to zharmad for suggesting.<br />
<br />
* When we updated the game to the new version of Unity, apparently it switched our fullscreen mode into windowed borderless instead of true fullscreen mode, which performs worse. It now runs in true fullscreen mode again.<br />
** Thanks to Soupinator for reporting.<br />
** Also thanks to his workaround for v1.007: "Current workaround: use -force-opengl in the command line, since fullscreen is only broken in the Direct3D renderer, but this makes the graphics a bit fuzzy."<br />
<br />
* In an effort to make sure you actually see the various items we worked so hard to make, and to make getting loot more exciting:<br />
** Your base chance to get loot after winning a room is the same, but each time you fail the roll it goes up for next time until it succeeds.<br />
** When room-win loot would give you a consumable item (as opposed to a minor item), at various intervals it will instead give you a main-weapon, energy-weapon, or power-up item. Those intervals are randomized but controlled to ensure some rate of each.<br />
** When seeding from many of the significant item pools, the game's now fairly aggressive about not seeding the same thing more than once when there are still things that haven't been seeded. When it runs out of choices under this rule it starts over for that (group of) pools.<br />
** When you open an unlocked chest, you have a small chance of getting loot from the locked-chest pool. If this roll fails the chance goes up for next time until it succeeds.<br />
** The game is now much more aggressive at making sure it seeds all of the available reward/shop rooms before it goes back to ones it's already seeded in that run.<br />
** Thanks to Misery, Wingflier, evilution, zharmad, Matruchus, and others for inspiring these changes.<br />
<br />
* The max-health reduction from losing a condemned room or from buying an item with health are now applied after the difficulty-based health multipliers, so they don't cause greater-than-expected losses on lower difficulties.<br />
** Thanks to Jacic for reporting.<br />
<br />
* XP yield from depositing credits at a console is now multiplied by floor number, as with other XP gain.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Added a button to the test chamber screen that tries to open the Starward Rogue wiki in your browser.<br />
<br />
* Now when you have the steam overlay active, the game pauses in the same way as when the escape menu is open.<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Now when a room script is flipped on either the x axis or the y axis (but not both), any entities with passive_rotation_speed in the room act as if that value's sign were flipped.<br />
** Thanks to Tornis and Pepisolo for reporting.<br />
<br />
* The visuals for caltrops and floating debris have been updated to be a lot more visible, since some folks were having trouble seeing them.<br />
<br />
* The normal enemy health bar is now at the top where the boss health bar is (if both are shown, the non-boss one goes lower).<br />
** This also means the normal enemy health bar doesn't block other tooltip info from showing, and vice versa.<br />
** Thanks to Castruccio and zharmad for inspiring this change.<br />
<br />
* Brute now only grants a 10% bonus to attack power, not a 20% bonus. That was getting to be a bit overpowered.<br />
<br />
* The costs of items in the health sacrifice shops are now much more substantial, since the overall amounts of health players have these days is a lot higher and thus these were way too cheap to get.<br />
** Anything that cost 3 before now costs 7, things that cost 2 before now cost 5, and things that cost 1 before now cost 3.<br />
<br />
* Sideshot no longer seeds until you are two floors down.<br />
** Thanks to nas1m for reporting.<br />
<br />
* The term "reload time" has uniformly been changed to be "fire rate." Before both terms were used, which was confusing.<br />
** Thanks to Tornis for suggesting.<br />
<br />
* In recent builds, Terror Bubbles were just sitting there on Normal difficulty and down, because they had no weapons on those difficulties. Fixed!<br />
** Thanks to Cinth and Nova225 for reporting.<br />
<br />
* The impassable glass blocks that you can shoot through now no longer block line of sight.<br />
** Note: this won't help with rooms you've already entered, because the data is set up when the block is spawned.<br />
** Thanks to crazyroosterman and Misery for reporting.<br />
<br />
* Now if you've picked up an incredibility, and you pick up another, the first is dropped on the ground.<br />
** Thanks to Misery for suggesting.<br />
<br />
* The fire left by your mech when you have a hotrod system is now much larger, thus looking more interesting.<br />
<br />
* The game now uses a scaled radial dead zone of 0.25 for all analog input thumbsticks, which means that they should all "just work" now.<br />
** This is the same as they had prior to us moving to the more recent InControl asset, which was using 0.2 instead and was using an inferior algorithm.<br />
** This in particular should patch up the XBox 360 controllers that are a little worn. If any of them still have trouble, then there are now sliders inside the main Game tab of the settings window that allow you to adjust these to the needs of your particular controller.<br />
** Thanks to [ES.GR] Ziltoid Le Muet (Cpl), Sounds, lessster, Invader Xom, Rhakyr, Castruccio, beatnikbedlam, and Apathetic for reporting.<br />
<br />
== Version 1.007 ==<br />
(Released January 26th, 2016)<br />
<br />
* Fixed a bug where bouncing mines had a different damage type (Ballistic) than stationary mines (Explosive), and thus stuff that gave immunity to explosive damage didn't protect you from bouncing mines.<br />
** Thanks to waylon531 for reporting.<br />
<br />
* Now when you press E to level up, if there are any more of those big central screen messages still showing they're cleared so they don't get in the way of the level up display.<br />
** Thanks to Moonshine Fox for inspiring this change.<br />
<br />
* Made the glass pots no longer shootable by enemies.<br />
<br />
* There will no longer ever be more than one Sideshot seeded per room, thanks to a new never_seed_more_than_one_per_room flag on it.<br />
** This flag is ignored on Misery difficulty, so you can run into really brutal groups of enemies there still.<br />
** Thanks to nas1m for suggesting.<br />
<br />
* The game now properly uses aliases for some of the common center-gamepad buttons so that they all map the same way across gamepads. Aka the Menu button on the XBox One controller is the same as Start on the 360. And the View button on the XB1 is the same as the Back on the 360. That way you don't have to change your default mappings around to get those to work. Start and Select also map to those, respectively, for usage on PS3 controllers and similar.<br />
** In the past this was set up for the 360, but with the prior version we inadvertently set this up for the XB1 so that the 360 then required a remapping to a control icon that looked identical. No longer!<br />
<br />
* In windows, the game now uses XInput rather than the default wrappered unity input. This fixes a few lingering issues with the triggers on the xbox one controller in windows only (they were fine in other OSes as of last version).<br />
<br />
* The game now allows you to back out of most windows using the menu button as well as the cancel button. This has been requested for a while, actually, and isn't related to the new input interface.<br />
<br />
* Fixed up the way that the hitting escape/B/cancel to get out of the game at the main menu was not working properly in the prior version.<br />
<br />
* Fixed a number of bugs relating to the virtual gamepad cursor in the escape menu selecting the wrong thing.<br />
<br />
== Version 1.006 ==<br />
(Released January 26th, 2016)<br />
<br />
* Added new toggle to extras tab of settings window: Always Use OS Cursor<br />
** If this is on, the game never uses the gamepad "virtual cursor" even if the gamepad is in use.<br />
** Thanks to Saphirahk and nas1m for inspiring this change.<br />
<br />
* Now if the revealed minimap is so big that it overruns its borders on the escape menu, it is scaled down to at least roughly fit within it.<br />
** Thanks to Tolc for reporting.<br />
<br />
* New "Gemini siblings" enemies from community member zharmad!<br />
<br />
* Fixed a bug where shopkeeper kills were not checked for achievements because it never did the room-win logic for shops.<br />
** Thanks to Matruchus for reporting.<br />
<br />
* Fixed a bug where one of the three code-branches that checks for waking the shopkeeper was checking the thing doing the damage rather than the shopkeeper for the waking-immunity to stuff not directly fired by the player.<br />
** Thanks to Reinhark, Cinth, and Matruchus for reporting.<br />
<br />
* Fixed a null exception that could occur shortly after loading a save.<br />
** Thanks to Danjuro for reporting.<br />
<br />
* Changed the logic of using keycards to unlock all doors in the room on the other side, rather than just the door facing you.<br />
** Otherwise a shop/item-room/etc that was locked could take two keys to get "through" to the other side, and if there was literally only one available and that was between you and the boss, well...<br />
** Also changed mapgen logic so that the next-to-start item room which often spawns cannot be locked, as that can cut off other areas of the map.<br />
** Thanks to SourKiwi for reporting.<br />
<br />
* Fixed a bug where the cryofreeze and other aoe effects would try to affect invincible stuff like caltrops.<br />
** In the case of cryofreeze, this could mean a lot of unnecessary sound effects.<br />
** Thanks to dumpsterKEEPER for reporting.<br />
<br />
* Fixed a bug where the "if you destroy a health shard block in a room adjacent to an unknown secret room, reveal that secret room instead of spawning the health shard" logic was instead checking for _known_ secret rooms. Cute.<br />
** Also, now when you enter a room bordering an unknown secret room, and the room you're entering has no heath-shard blocks (that normally reveal the secret when you blow them up, if there is one to reveal), it tries to convert a normal bombable block to one of those.<br />
*** If it fails to do that, it just reveals the secret room(s).<br />
** Thanks to nas1m, Watashiwa, and many others for reporting the frustration with secret rooms not being revealed.<br />
<br />
* Now when the game is seeding pickups that go in your main gun, energy, missile, or attachment slots it will never pick what you've already got equipped at the time of the seeding.<br />
** Thanks to TheVampire100 for inspiring this change.<br />
<br />
* New enemy "Demesne" added<br />
** This is another "Fearsome" type of foe... be careful around this guy!<br />
<br />
* Fixed a potential null exception bug when starting up the game.<br />
** Thanks to mrhanman for reporting.<br />
<br />
* Backfire now always uses BOTH of it's phases instead of randomly skipping to the second one.<br />
** It also now has more HP in both phases<br />
<br />
* Now the game tracks when you pick up multiples of the same powerup (for instance, level up perks that may be picked multiple times) and displays x2, x3, etc to show that.<br />
** This won't show that for powerups picked up multiple times in older saves because it wasn't tracked.<br />
** Thanks to Kevin Feederline, FroBrodine, and waylon531 for suggesting.<br />
<br />
* Fixed an issue accidentally introduced in version 1.005 where you could only pick up perks of each type one time, which would lead to blank perk selection screens on later levels.<br />
** Thanks to Reinhark for reporting.<br />
<br />
* ItemGainChanceOnEnemyKill and ItemGainOnEnemyKill modifiers now only proc against Ship entities; so not shots or obstacles.<br />
** Thanks to nas1m for reporting.<br />
<br />
=== Keyboard / Gamepad Controls Updates ===<br />
<br />
* Updated the game engine to Unity 4.7 instead of 4.6.7.<br />
** We generally try to avoid doing engine updates unless there are benefits or bugfixes that actually impact us. Past experience has taught us that new engine bugs appear unannounced, and we prefer to avoid those when possible by staying on known-stable versions until we need to not.<br />
** That said, this new version seems to be stable, and also is required in order to support the new InControl plugin.<br />
<br />
* We have completely gutted the underlying gamepad support and rebuilt it from the ground up with the InControl asset store plugin as the underlying basis for it.<br />
** This solves the XBox One controller compatibility issues, as well as making default bindings for the playstation 4 controller and many other main controllers now automatically kick into place.<br />
<br />
* The "Fire Up" and "Fire Up (Alt)" keybinds (and their down, left, and right counterparts) now cause your energy and missile weapons to target that direction too, even if normally they would target the mouse cursor.<br />
** Thanks to dfinlay for inspiring this change.<br />
<br />
* There is a new Debug: Show Gamepad Raw Inputs option in the extras tab of the settings menu.<br />
** If this is on, then any detected raw input from your gamepads will be shown on the left side of the screen. Useful for debugging but not much else.<br />
<br />
* The confirm popup now supports gamepad left-right (on either the dpad or the analog stick) to switch between the buttons, and the execute button to simulate a click on the highlighted button.<br />
** Thanks to Cyprene for inspiring this change.<br />
<br />
* Note: these changes have caused us to need to reset all of the existing key bindings to their defaults. If you had custom mappings you will need to remap those. Apologies!<br />
<br />
== Version 1.005 ==<br />
(Released January 25th, 2016)<br />
<br />
* Now when you use the in-game delete function on a file slot, it actually replaces that file with a very small file (just containing the text "deleted") which the game treats as an empty slot.<br />
** This way, steam cloud will not "helpfully" immediately repopulate the save file.<br />
** Thanks to ProfessorPaul1290 for reporting.<br />
<br />
* Now if you get a corrupt save message you have the option (again, removed late in alpha) to keep or delete.<br />
** If you delete, it actually copies it to a backup location and overwrites the slot with a small file that the game will treat as empty but the steam cloud will not automatically copy back over.<br />
<br />
* The perk screen now continues showing the previous HUD (for stat info).<br />
** Thanks to robdon for suggesting.<br />
<br />
* The knockback_resistance stat now also applies to weapon kickback.<br />
<br />
* The RedShift mech now has full immunity to both kickback and knockback.<br />
** Thanks to Apathetic for inspiring this change.<br />
<br />
* set disappears_if_room_left to true on the antigravitate blockage shards<br />
** Thanks to Apathetic for inspiring this change.<br />
<br />
* The boss "Backfire" is now active!<br />
** This has been completely redone from the ground up from what it used to be in the alpha. Be ready to deal with it's minions!<br />
<br />
* The Warden no longer falls asleep during phase 4 of it's attack<br />
<br />
* Fixed a bug where the recently added "missiles destroy shootables without them morphing into their more-damaged states" logic was causing the pathfinding-block on shootable-A and shootable-B objects to not be cleared when they died (because it was only being cleared when the C stage died, and that was being skipped).<br />
<br />
* Fixed a bug where OnRoomSwitch effects could fire when switching from an old run to a new run.<br />
<br />
* Fixed a bug where OnRoomSwitch effects that reduced hull health on the player would not actually do any damage due to the "invincible until leaves the doorway" logic.<br />
<br />
* The Medical Emergency pickup now only does its damage when you enter a room for the first time, not every time you switch rooms.<br />
** Thanks to The Hunter for inspiring this change.<br />
<br />
* The Impatience level-up perk now won't show up on the perk menu if you are already on the last floor of the run.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* The minimap icon for major item rooms and health storage rooms now disappears if you've entered the room and there are no pickups on the floor.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Fixed a bug with QuadEE/ZMC_GlassPipes. It was possible to get a Pearl trapped inside of Glass Unbreakable blocks, which made it not shoot or be killable, making the room unexitable.<br />
<br />
* Pearls now wake on being shot.<br />
** Thanks to Apathetic, Cinth, Paladinlord10, and Watashiwa for reporting.<br />
<br />
== Version 1.004 ==<br />
(Released January 23rd, 2016)<br />
<br />
* The minimap on the escape menu now has mouseover tooltips on the individual rooms.<br />
** The tooltip also lists any items on the ground in that room, if you've been there before.<br />
<br />
* Fixed a bug where a familiar that was supposed to only be for that room would respawn if you spawned it, left before it died, and deployed another familiar.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Put in further logic to prevent shopkeepers from being aggroed (or damaged) from sleep by anything other than a player-directed shot.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Fixed a bug where chests and other animated "special objects" spawned after room completion were not having their animators set up and thus were invisible (until opened, in the chest case).<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Enemy Spawners now explode when the room is cleared.<br />
** Thanks to ptarth for inspiring this change.<br />
<br />
* The width of columns on the Statistics screen has been broadened to accommodate some of the item names being longer than they were when that screen was set up.<br />
** This also prevents the close button from overlapping the next page button.<br />
** Thanks to robdon for reporting.<br />
<br />
* Added a "Fire Main Gun" key bind, replacing the hardcoded "hold down left mouse to fire main gun" logic.<br />
** Thanks to Cyborg for suggesting.<br />
<br />
* Fixed a bug where the 5-familiar achievement was counting some familiars twice (or after they died).<br />
** Thanks to Apathetic for the report and save.<br />
<br />
* Fixed a bug where occasionally a direct-fire shot would be fired as if it were "leading" the target.<br />
** Thanks to Misery for reporting.<br />
<br />
* Fixed a bug where the logic for resetting your position after dying in the tutorial was not reopening the doors, and thus causing you to be stuck there on the threshold of the door, if you entered through one.<br />
** Thanks to Arnos for reporting.<br />
<br />
* The game is now set to internally use the en-US format, so that hopefully those using other languages on the linux platform won't have to use the workaround of launching the game with the LC_ALL=C %command% or LANG=en_US %command launch option on.<br />
** Thanks to lessster for reporting.<br />
<br />
* Now the boss intro only has the boss go halfway across the screen, and then scale up to dominate the screen before fading out.<br />
** Thanks to Omgaar for inspiring this change.<br />
<br />
* The default Steam controller recommendation should is now 'Gamepad' instead of "Gamepad with high precision camera/aiming"<br />
** Thanks to death2cupbots for reporting.<br />
<br />
== Version 1.003 ==<br />
(Released January 22nd, 2016)<br />
<br />
* Fixed a rather serious bug in the last version that was causing the player to not be able to move upon entering rooms. Err... yeah, not sure how that slipped past us. Real sorry about that. We are very tired and clearly should not be making major changes right now. Thanks for understanding!<br />
** Thanks to Isaac, Cyprene, waylon531, Apathetic, and tupelocase for reporting.<br />
<br />
* The banshee now is more aggressive with its counterattacks again. Not so much as pre-1.0, but still a lot more than in 1.0.<br />
<br />
== Version 1.002 ==<br />
(Released January 22nd, 2016)<br />
<br />
* Fixed a bug where you could fire your weapons during just-entered-room invincibility.<br />
** Thanks to Moonshine Fox and others for reporting.<br />
<br />
* The text list of powerups at the bottom right of the escape menu is now a row/grid of icons with mouseovers for the names/descriptions.<br />
** Thanks to Apathetic and donblas for inspiring this change.<br />
<br />
* A new music track has been composed for the game! FTB 629<br />
<br />
== Version 1.001 ==<br />
(Released January 22nd, 2016)<br />
* The game will no longer seed secret rooms "from" shop, item, miniboss, secret, starting, or condemned rooms to avoid doors that look like they go to nowhere, or cannot be revealed.<br />
<br />
* Fixed a longstanding bug where secret rooms were requiring a 2x2 free space on the grid instead of 1x1.<br />
<br />
* Extended the destroy-enemy-shots-on-room-clear logic to continue clearing enemy shots from the room afterward instead of just once, as there are a few things that can continue to emit shots.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Updated the changelog to point to this new page.<br />
<br />
* Fixed up a mouse input issue that was a recent consequence of a perhaps-foolish major fix to some really unusual gamepads last night, which then broke mouse support for some folks with trackpads. The new system should work for everyone, as it is more unified and gets rid of some of the legacy input code that has been weighing down the button clicking for some time now.<br />
** Basically unity has an "input" way of handling clicks and such, and a "gui" way of doing it. We used to do a hybrid of both. Now it's all the "input" type, which is better for a lot of reasons.<br />
** Thanks to nas1m for reporting.<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Early Alpha Release Notes]]<br />
<br />
.<br />
<br />
.<br />
<br />
[[Starward_Rogue:Main|Starward Rogue Main Page]]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.0_Release_Notes&diff=28161Starward Rogue:Post-1.0 Release Notes2016-05-01T16:03:05Z<p>Zogheen: </p>
<hr />
<div>== Version 1.019 ==<br />
(This isn't done yet, we're still working on it.)<br />
<br />
* New Hotrod SFX, and a added particle effect.<br />
<br />
* Upped Miniboss HP, 10% across the board.<br />
<br />
* Miniboss Tri has been significantly improved, including Hard, and Misery mode versions.<br />
<br />
* Fixed the Nanite Leeches not appearing in the GUI, once picked up.<br />
** Thanks to logorouge for reporting!<br />
<br />
* More new SFX for Crystal Mother, Spiders, Amberbarrage, Crossclaw, and RearBurstTurret. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Changed the Redshift Mech starting secondary to the Precision Railgun.<br />
<br />
* Updated the Reaper's Misery mode version.<br />
<br />
== Version 1.018 ==<br />
(Released March 28th, 2016)<br />
<br />
* Fixed a bug where homing weapons (especially ones with a homing delay) could wind up homing on the invisible bouncing mine emitters.<br />
** Thanks to Pepisolo for reporting.<br />
<br />
* Fixed a few problems with the FamiliarFollower logic that was making it rubber-band back and forth between the player and the enemy, etc.<br />
** Thanks to Pepisolo and ptarth for reporting.<br />
<br />
* Fixed a bug where a system with homing and a bullet pattern would allow the homing to work on the initial firing (it was correctly not trying to home after that; bullet patterns override homing until the pattern expires).<br />
** Thanks to Pepisolo for reporting.<br />
<br />
* Tweaked the following consumables: One Way Barricade (shot change), Tactical EMP (tweaks), Ricochet Circuit(now last for a whole floor), Stim Pack(now last for a room), Overheating System(tweaks and now last for a room), Overloading Circuit (duration increased to 30 seconds), Energy Boost Circuit (now plus 20 energy), Siphoning Circuit (new you lose 20 energy), Supernova (larger AOE on explosion, needs more work, though), Ludicrous Speed Circuit(made the speed increase more ludicrous), Carnage (upped duration to 15 seconds), AllTheRockets(increased duration to 30 seconds), ShieldsDown (increased duration to 30 seconds),Code Annihilate(slight damage increase),Code_Overdrive(increased duration to 15 seconds),Code_Defend (now last for a room), SignalTriangulator(This now reveals the boss room rather than teleporting you straight there), Beaming Probe and Incinerator Probe (tweaked to be more useful), OrbitingBattleStation (now fires multiple shots), all consumable sentries now block shots but they have limited health.<br />
<br />
* New consumable item Wormhole Journey added.<br />
<br />
* New consumable item Anomaly Detector added.<br />
<br />
* Changed Autocannon Minibot to a use the FamiliarFollower (pathfinding) behavior.<br />
<br />
* New BullRush,BullDog, and Battleswarm SFX. New Spine Ballista SFX. Fixed Pressure Shotgun audio typo. Thanks to Goldenwolf for helping me with this!<br />
<br />
== Version 1.017 ==<br />
(Released March 17th, 2016)<br />
<br />
* PathfindingAttacker enemies now update their paths more frequently.<br />
** Thanks to Pepisolo and ptarth for suggesting.<br />
<br />
* Tweaked the Riot Suppressor for performance and balance. Shots no longer pierce walls. Slight damage decrease.<br />
<br />
* Improved the Hunter Killer weapon.<br />
<br />
* Overhauled the SerratedSpineLauncher. It now causes toxic bleeding.<br />
<br />
* Overhauled Purifying Nova. It's a lot more visually satisfying now, and also clears enemy shots.<br />
<br />
* More SFX work. New Fencing Needle and Caliburn SFX. Added new Paragon, Reaper, Bastille, Arcoris, Hunter and Tri SFX. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Fixed a bug where not setting modifiers_applied_to_nearby_entities_max_simultaneous_affected (thus leaving it at the default of zero) would cause NearbyEnemies modifiers to never be applied to anything. Now the default functions as "no limit".<br />
** Thanks to ptarth for reporting.<br />
<br />
* Added to system:<br />
**deflected_shots_inherit_speed (bool)<br />
***only meaningful if deflects_shots is true, makes affected shots go the same speed as the shot deflecting them<br />
**deflected_shots_inherit_angle (bool)<br />
***only meaningful if deflects_shots is true, changes the angle of affected shots to match the shot deflecting them<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* Preliminary Hard and Misery mode Hunters added, although more work is needed. More Hunter tweaks.<br />
<br />
* Fixed some missing SFX caused by typos.<br />
<br />
* Glass walls and disrupted regenerating walls no longer cause shot-spawn to be offset from them, since the shots can pass through them anyway.<br />
** Thanks to samnainocard and Pepisolo for reporting.<br />
<br />
* On system, added:<br />
**shot_homing_delay (float)<br />
***if set, the shot won't start homing until this many seconds after spawning<br />
***only meaningful when combined with shot_homing_range<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* Fixed a bug where cue_time > 0 would prevent shots_per_salvo > 1 from having any impact (it would just fire one shot).<br />
** Thanks to ptarth for reporting.<br />
<br />
* Kickback now happens after cue-time is complete, and after all shots in the salvo have been fired.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Adjusted the upper-left "Main Menu" label on the "after loading a file slot" screen to match the position of the "File Select" label on the previous screen.<br />
** Thanks to kingisaaclinksr for reporting.<br />
<br />
* Removed support for "periodic movement modes" because, though spec'd out and implemented in some detail during development, they were never actually used in the released game and are generally very buggy. Whatever we might want to do using these could instead probably work via movement controlling bullet patterns, etc.<br />
<br />
* Now that folks have had a chance to get used to the weird test-chamber button order of "[Cancel] [OK] [BLANK] [Wiki]", we're switching it to the more reasonable but now strange "[Wiki] [Blank] [Cancel] [Okay]".<br />
** Thanks to ptarth for suggesting.<br />
<br />
* New main weapon Smart Gun added.<br />
<br />
* Two new varieties of Bulldog and Bullrush added.<br />
<br />
* Added Banshee performance improving flag.<br />
<br />
* Changed any "ammo" references when referring to energy weapons to "energy".<br />
<br />
* Weight Optimization reworked to modify enemy movement speeds.<br />
** Thanks to Discotech and logorouge for reporting.<br />
<br />
* Added two more Arcoris variations.<br />
<br />
* Tweaked some of the guns. Fixed a missing Cluster Launcher mech gun image.<br />
** Thanks to Goldenwolf for the feedback!<br />
<br />
* Improved the Nanite Leeches to have more presence. It now fires 8 homing leeches.<br />
<br />
== Version 1.016 ==<br />
(Released March 8th, 2016)<br />
<br />
* More SFX work. New Incinerator, Twin Machineguns, Precision Railgun, Splitfire Cannon, Venomous Stinger, Riot Suppressor, NarcoStinger, BoomerangNeedler,TorpedoCannon, Deleter,HolyFire, HunterKiller, GravityCannon, Corona and Detonating Rose explosion SFX. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Improved handling of ricochets to avoid cases where shots just disappear on hitting a wall.<br />
** Thanks to ptarth for extensive testing and feedback on this.<br />
<br />
* Turned the Hornet Nest SFX volume down a bit. Also did the same for the Guardian Gun, Fragment Cannon, Cluster Launcher, Phaser and the Translocator.<br />
** Thanks to Krysle Quinsen, Econael, and Crolley for the feedback!<br />
<br />
* Fixed a bug where your familiars could auto-target bouncing mine emitters, which are invisible and can't be hit anyway.<br />
** Thanks to Pepisolo and Solar Marine for reporting.<br />
<br />
* Fixed a bug where familiar-based weapons couldn't harm wake-on-shot enemies (like facerippers) at all, even after the enemy was awake.<br />
** Thanks to crazyroosterman, Cinth, and Pepisolo for reporting.<br />
<br />
* Increased Guardian Blaster width. Tweaked Raincannon colour. Tweaked Suppressor shot size and colour. Improved the Grapeshot. Now fires a burst of shots. It's now a limited ammo, but high power weapon. Tweaked Precision Railgun. Improved the Splitfire Cannon. Also improved Narcotics Stinger.<br />
<br />
* Overhauled Venomous Stinger. It now infects enemies, and infected enemies explode into a pool of venomous sludge upon death.<br />
<br />
* Made it very unlikely to slide through a one-way tile next to a wall by running into the wall.<br />
** Thanks to Pepisolo and ptarth for reporting.<br />
<br />
* Put in some code to hopefully prevent some issues with loading sounds in some cases.<br />
** Thanks to Econael, Amitiel, and samnainocard for reporting.<br />
<br />
* Some mapgen-related error messages are now silent log entries because there's already recovery mechanisms in place to make sure the player gets a fully formed dungeon.<br />
** Thanks to TuxedoBra for reporting.<br />
<br />
* Changed various items from "add/subtract missiles/energy/whatever at a massive rate for a very short period of time" behavior to simply adding/subtracting a large amount, so that the effect would show up immediately even when you're playing RedShift and time isn't normally passing.<br />
** Notably, the missile refill effect from Arms Race.<br />
** Thanks to Solar Marine, Cinth, ventifer, and ptarth for reporting.<br />
<br />
*Added new attribute to xml schema for bullet node: initial_angle_is_absolute (bool)<br />
**makes the initial angle of the bullet not be relative either to the angle from the firing entity to the target entity or to the rotation of the firing entity<br />
**Thanks to ptarth for suggesting.<br />
<br />
* Redid Reaper Hard mode, Misery mode version also added, but this may need something a bit extra.<br />
<br />
* Fixed a bug where EntityModifierType.DoubleItemGainChance (used by "Major Coinage" and "Wishing For More Wishes") was working for all item types, not just the one specified.<br />
** Thanks to Solar Marine and ptarth for reporting.<br />
<br />
* Added new FamiliarType: PtarthianOrbit<br />
** Behaves like SimpleCircleOrbit, but doesn't try to automatically space out the familiars in a ring. 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 />
** Thanks to ptarth for inspiring this change.<br />
<br />
* Added new sub-node type for entity nodes: familiar<br />
** Basically this is like adding something to the end of the "familiars" list that's already there, but allows you to set some additional info.<br />
** Attributes:<br />
***type (entity)<br />
****the actual familiar type, same as if you'd put it in the "familiars" list<br />
***minimum_difficulty (DifficultyType), maximum_difficulty (DifficultyType)<br />
****the lowest and highest difficulty where this entry will be considered (default: always consider)<br />
***chance_out_of_100 (int)<br />
****if this is set, and set to a value less than 100, each time it considers spawning this familiar it only has this % chance of actually doing so<br />
***radius (int)<br />
****only meaningful with PtarthianOrbit, sets the radius of the circular orbit<br />
***starting_angle (float)<br />
****only meaningful with PtarthianOrbit, sets the starting position on the circular orbit, in terms of degrees around the circle<br />
***rotation_reversed (bool)<br />
****only meaningful with PtarthianOrbit (works for SimpleCircleOrbit, but is weird there), if set this makes the familiar rotate in the other direction than it would normally<br />
***override_degrees_per_second (float)<br />
****only meaningful with PtarthianOrbit (works for SimpleCircleOrbit, but is weird there), if set this overrides the speed of the orbit (which is normally based on the familiar's speed); you can use negative values instead of the rotation_reversed flag if desired<br />
***suppress_line_of_sight_check (bool)<br />
****only meaningful with PtarthianOrbit, SimpleCircleOrbit, and NormalOrbit, if set this causes the familiar to skip the normal "don't fly through walls" logic<br />
*****if you know the familiar will always be in an open space where it doesn't need to check this, or if you want it to fly through walls, this flag helps lower the CPU cost of the familiar because it's not having to do LOS checks every frame<br />
<br />
* Made the Repulsive Hornet Mine available for seeding in the game, as it was the only starting Mech secondary not to be available. Regular Hornet Mine no longer seeds as Repulsive Hornet Mine is just a much better version.<br />
<br />
* Now when you use a teleporter, instead of doing a full refresh on your familiars it just relocates the normal-ship-behavior familiars to you (the other types always orbit you anyway).<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* New shot graphic for Flamethrower type systems.<br />
<br />
== Version 1.015 ==<br />
(Released February 25th, 2016)<br />
<br />
* New Enemy Aegis added. 4 variations<br />
** Thanks to community member Hearteater for creating these!<br />
<br />
* Correct icon added for the Masochism consumable.<br />
** Thanks to ScrObot for reporting!<br />
<br />
*Orbital familiar hijinks have been sorted out. They'll fight fairly for now.<br />
** Thanks to everyone who reported for reporting!<br />
<br />
* Entities with ship_category="RandomFloatingChunksOfStuff" (i.e. antigravitate blockade shards) can no longer proc health-on-kill or item-on-kill modifiers.<br />
** Thanks to Ayrix and dfinlay for reporting.<br />
<br />
* Fixed a bug where the "kill final boss with all mechs" achievement (and similar one for super-final boss) considered the tutorial mech as in that group.<br />
** Thanks to pmkenny1234 for reporting.<br />
<br />
* Fixed a bug where progress on the "kill final boss with all mechs" achievement (and similar one for super-final boss) was not being tracked properly.<br />
** Note: if you've gotten a kill-final/superfinal-boss-with-specific-mech achievement, and you load an old save, it will update the progress tracking for these kill-with-all achievements.<br />
** Thanks to pmkenny1234 for reporting.<br />
<br />
* Starting work on the SFX overhaul (which will take a long time to complete, bit by bit). New Banshee, Anangu, Energy Shield Module, TurboBlaster, Translocator, Railgun, PhaserGun,SplinterCannon,HornetNest,GrenadeLauncher,ClusterLauncher,PoisonedKnife,GuardianGun SFX added. Thanks to Goldenwolf for helping me with this!<br />
<br />
* 14 more new rooms added.<br />
** Thanks to community member Reath for creating these!<br />
<br />
* A few of the weedier enemies in CMP_EnemyShips have been set to not seed later in the game. Facerippers, for example, seem too weak to be seeding on later floors.<br />
<br />
* Set the few reticule based items to not seed until they are overhauled as they don't work very well on joypad.<br />
<br />
* Lots of tweaks to the main gun upgrades. More main gun upgrade tweaks.<br />
<br />
* Overhauled the Disruptor energy weapon, including new SFX. It is now a shorter range spread shot that disrupts enemy movement and fire rate. The longer you hold the burst, the stronger the disruption.<br />
<br />
* Viper Difficulty Reduction<br />
** Slowed Homing Shots<br />
** Decreased Homing Shot Homing Range<br />
** Changed color patterns so that Red, BurningRed, and Purple are only on homing shots.Red Snakes = Bad Snakes!<br />
** Added Egg shot to produce the Snake Shots (previously was invisible)<br />
** Added do_not_do_rest_of_logic_on_early_death to egg shot. Kill the egg, and the baby snake dies.<br />
<br />
== Version 1.014 ==<br />
(Released February 19th, 2016)<br />
<br />
* Flame tank mech has had it's main weapon rebalanced a bit<br />
<br />
* Blade Module is now found only in the secret room, instead of the sacrifice room<br />
<br />
* Tactical Nuke now does 650 damage and a guaranteed crit<br />
<br />
* Basic Drone now costs 90 credits instead of 20<br />
<br />
* STG-4377 damage has been lowered, and it's spread has been widened, and it no longer has infinite range<br />
<br />
* Big Leaky Battery's energy drain effect is now slightly faster<br />
<br />
* MajorCoinage now has a 40% chance of activating instead of 100%<br />
<br />
* Charger's attack range has been reduced<br />
<br />
* Labyrinth's chaser shot no longer dies on contact with the player<br />
<br />
* Missiles now explode on the very first shot they hit (they should be better at deflection now)<br />
<br />
* Combat Shield's energy cost slightly reduced<br />
<br />
* Multiple exploits have been negated in the fight with Terminus<br />
** The teleporters in the room are now one-way, and you cannot wake the boss with bullets from that location, or even damage it from there; you must step out of the teleporter to wake it<br />
** In addition, Terminus is now completely invincible as long as either of it's two guardians are in the room. If you try to skip them by running through them to the teleporters, you'll permanently trap yourself in an unwinnable state. No cheating, now...<br />
<br />
* Glassbreaker's sacrifice cost reduced by 1<br />
<br />
* Incineration module damage increased to 100<br />
** It also has a damage cap though, which is also 100<br />
<br />
* Consumable "Code: Overdrive" has had it's effective duration doubled<br />
<br />
* Battalion enemy now does not spawn until floor 6<br />
<br />
* The Corrosive Drone shots were intercepting other shots making it super OP. Fixed this so that they no longer intercept other shots.<br />
** Thanks for Pardinuz for reporting!<br />
<br />
* Escape now closes the Credits window.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Now switching between a secret room and a room with door-closing enemies does not restore your shields.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
* Magnetic shot drift no longer happens in shop rooms, to avoid accidents with the shopkeeper.<br />
** Thanks to ventifer for reporting.<br />
<br />
* Three varieties of new enemy Blademorph added. Thanks to community member Zharmad for creating these!<br />
<br />
* Updated the repulsive hornet mine to a more high res shot image. Also did the same for the grenade launcher and gravity cannon shot. Added variant colour flea guard shots.<br />
<br />
* Tweaked phase 1 Invader health and revenge spawner fire rate.<br />
<br />
* Deadly Viper enemy recategorized as a Fearsome_7x7<br />
<br />
* Shred Guardians recategorized as Wanderer_3x3<br />
<br />
* Reactive Blast Module is now the Reactive Shock Module<br />
** Instead of creating an explosion, it now creates a short range shockwave to clear bullets around the player<br />
** It now also can appear in the Defensive Shop, with a credit cost of 65<br />
<br />
* Added two more varieties of Krill Spitter<br />
<br />
* Labyrinth's chaser shot can no longer be cancelled<br />
<br />
* Enemy orbital familiars no longer render before you fully enter the room, since their orbiting offsets aren't set up until after you enter and that led to them rendering in weird places.<br />
** Thanks to dfinlay, Misery, ptarth, and dumpsterKEEPER for reporting.<br />
<br />
* Fixed some annoying cosmetic things with Reaper. Fixed it so that the Hunter nets bounce off walls more reliably.<br />
<br />
* Overhauled the Narcotics Drone to be more desirable. It now attacks of its own accord and its debuffs occur more frequently.<br />
<br />
* Tweaked Narcotics Drone description. Reduced the Corrosive Drone Size.<br />
<br />
* Added a description to the Masochism probation.<br />
** Thanks to ScrObot for reporting and Cinth for coming up with the description.<br />
<br />
* Fixed the Keyprentice and Keymaster perks.<br />
** Fix provided by Cinth! Thanks!<br />
<br />
* Added new drone Kamikaze Minibot. Available from all good retailers. -- Note, Kamikaze Drone had to be pulled due to a bug. If you still want to try it out, remove is_not_ready_to_seed="true" from the Kamikaze Minibot xml in Dayton_PowerUps.xml. It currently has issues going through teleporters. Sorry!<br />
<br />
* Corrupting Power Incredibility no long kills players on pick-up.<br />
** Also fixed the issue with Corrupting Power not dropping if you picked up another incredibility.<br />
** Thanks to dfinlay for the report.<br />
<br />
* Changed the room BGS_KickingTheHive so that there is less backtracking needed.<br />
** Thanks to Reath for reporting!<br />
<br />
* Reduced the Drone size across the board a little.<br />
<br />
* New Drone Autocannon Minibot added.<br />
<br />
* Fixed the issue with the Sacrifice shops. No more unexpected deaths from this source!<br />
<br />
* Fixed the broken Energy Shield module. A little more work is needed before it's completely polished, though.<br />
<br />
== Version 1.013 ==<br />
(Released February 10th, 2016)<br />
<br />
* Added 14 new rooms courtesy of community member Reath. Thanks, Reath!<br />
<br />
* New entity attribute:<br />
** pick_up_even_if_wastes_resources (bool)<br />
*** if set, this item can be picked up even if it grants health/items that the player can't benefit from because they're at max<br />
*** useful if that health/item grant is just a secondary effect and you want the primary effect to always be available<br />
** Thanks to Cinth for inspiring this change.<br />
<br />
* Now when you take a shield hit you glow blue instead of red.<br />
** Thanks to nas1m for suggesting.<br />
<br />
* Now if there's both enemies and a power generator in the room, simply defeating the enemies will open the doors but will not cause the room to be considered "won" (which is what defines the normal trap-shutdown behavior, etc).<br />
** Thanks to Enrymion and Misery for suggesting.<br />
<br />
* Viper enemy code has been improved, and modified to have better performance. Thanks, Ptarth for creating these changes!<br />
<br />
* MetalGrinder now comes with an extra sneaky attack. Thanks for creating the changes Ptarth!<br />
<br />
* New Enemy, Krill Spitter added courtesy of community member Ayrix. Thanks for creating the enemy Ayrix!<br />
<br />
* Added EffectType.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 />
** it's now used instead of InventoryChangePerSecond for those cases<br />
** Thanks to Maurog, Danjuro, zharmad, and LaGrange for inspiring this change.<br />
<br />
* The cheap item shop rooms no longer contain glass shootables, but instead now have caltrops in those places. This way you don't accidentally shoot the shopkeeper, but it's also a visual clue as to the type of shop (each type of shop has its own little object sort as a visual clue).<br />
** Thanks to Cinth for suggesting.<br />
<br />
*Risky Assassin no longer kills you when you pick it up with hull damage.<br />
*Risky Assassin now also will remember where your Max HP is so if you decide to swap it out later, you aren't stuck with 1/1 HP.<br />
** Thanks to Cinth for creating this fix!<br />
<br />
* Tweaked Bullet Drone, and overhauled Corrosive Drone to be more desirable.<br />
<br />
* Changed the misleading description of the Berserker level up perk.<br />
** Thanks to Whiskeh and Cinth for reporting.<br />
<br />
* Fixed a bug where there were very, very few bosses that could actually seed on floor 6, and some simply couldn't seed at all (being restricted to floor 7, which always has... something else), and others could only seed if you'd satisfied certain conditions. This led to no boss room on floor 6. A clever trick on part of the game, but we're nerfing that strategy.<br />
** Thanks to Samichama, zharmad, zekafonss, Cinth, and others for reporting.<br />
<br />
* Put in some extra checks in mapgen to prevent giving you floors with no boss rooms.<br />
** This won't fix old runs, since the mapgen for all the floors in that run is already done there. But future runs will benefit from this.<br />
** Thanks to Samichama, zharmad, zekafonss, Cinth, and others for reporting.<br />
<br />
* Halved the lifespan of the Shred Guardian blades so that they don't overstay their welcome.<br />
** Thanks to Discotech for the feedback!<br />
<br />
* Overhauled Tag Team drone. It now pathfinds to the player so it doesn't get stuck, and its shots don't obscure your vision as much as it used to. It's easier to use as a DPS booster now.<br />
<br />
* Added new enemy Anangu Initiate and variant Anangu Warrior. Thanks, Zharmad for creating these enemies!<br />
<br />
* Added Hard Mode system for Reaper.<br />
<br />
* Started looking through the secondary weapons systems for missing sound effects (and adding some if missing, of course). Also tweaked a few shot images, one was using excessive scaling so swapped it for a higher resolution image. (note to self: I'm up to Grapeshot in the item pickup xml)<br />
<br />
* Updated the Abmoog Shield enemy to not look like the ram, which might be confusing for the player. Thanks for creating the change, Ptarth!<br />
<br />
* Added a confirm-popup when starting a tutorial while you have an active non-tutorial run going in the same file (as it overwrites that active run).<br />
** Thanks to Kevin Tang for inspiring this change.<br />
<br />
* Now when you buy a health-cost item it increases the cost of future health-cost items during that run by 2. Stacks.<br />
<br />
* Now when zamboni-behavior enemies (like the blind lady enemies) are nudged by a one-way-arrow tile they treat it as a wall collision and so should reverse direction, etc.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Now when you gain max health via shard pickups it will give you a big central screen message to that effect (once you're out of battle, same as when you level up)<br />
** Thanks to Moonshine Fox for suggesting.<br />
<br />
* Now when you pick up health/missiles/health-shards/keycards/credits there's a little floating text near you to that effect.<br />
** XP was already being announced in a similar way near either the thing killed (if you gained the XP that way) or near you (if it's from an XP pickup or a deposit box).<br />
** Thanks to Moonshine Fox for suggesting.<br />
<br />
* Gain-health-on-kill and gain-item-on-kill modifiers no longer proc when killing enemy familiars and stuff from enemy spawners.<br />
** Thanks to Cloud51023 for reporting.<br />
<br />
* Invader Boss upgraded to version 4.0! The boss now has multiple stages, and has been improved for all difficulties. Thanks, Ptarth for creating the changes!<br />
<br />
* The in-game credits now properly thank the alpha testers, the community contributors, and note Erik as being involved in the game design.<br />
<br />
*Beast Mode: Reduced to 20% attack power. It was previously 40% attack power.<br />
<br />
*Anger Protocol: Reduced to 20% attack power. It was previously 25% attack power.<br />
<br />
*Large and in Charge: Reduced to 20% attack power. It previously was 25% attack power.<br />
<br />
*Changed flags on Harmony and Rocket Man to not show up with other power-ups in the pause menu. Probation items display their status on the primary screen and this was causing confusion.<br />
** Thanks to LaGrange for the report and Cinth for the fixes!<br />
<br />
* The obstacle lasers are now more enthusiastic about doing their job, in terms of hit detection and frequency of checking, so that even if you sprint across them you will be much more likely to take damage.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Both versions of the Mirror boss are now more dangerous and more tanky, and now have their own unique Hard Mode patterns.<br />
<br />
* Fixed a bug where gamepad/keyboard aiming of melee primary weapons didn't really work because it wasn't using the mouse version's rule of "always act like it has at least 30 range for angle computations".<br />
** Thanks to Cinth for reporting.<br />
<br />
* Improved the responsiveness of gamepad/keyboard firing to aim in the direction specified even for the first shot (which previously tended to go towards wherever you were facing before pressing the button).<br />
<br />
== Version 1.012 ==<br />
(Released February 2nd, 2016)<br />
<br />
* Got rid of the diagonal wall smoothing from the prior version. Two or three days of working on that and it's just not tenable.<br />
** Thanks to Cinth and ghoti221 for reporting.<br />
<br />
== Version 1.011 ==<br />
(Released February 2nd, 2016)<br />
<br />
* New enemies, Viper, Vicious Viper, and Deadly Viper integrated. Vicious starts seeding on floor 3. Deadly starts seeding on floor 5.<br />
** Thanks to Ptarth for creating these enemies!<br />
<br />
* Player collision with angled walls is now a lot smoother.<br />
<br />
* Starward Rogue has now been migrated to Unity 5.3.2, up from version 4.7 just a week or so ago. We are moving to Unity 5 with our next project, and thus we finally had a reason compelling enough to upgrade our unity 3D licenses. With that it thus made sense to also get Starward Rogue on the very latest and greatest.<br />
** Overall this doesn't make a whole lot of difference to the game itself, to be honest. But it may have some slightly better compatibility on linux and osx.<br />
<br />
* One new benefit of being on unity 5 is that the game now is able to lock the cursor to the window when you are playing in windowed mode or on fullscreen in multiple monitors. This unfortunately only works on linux and windows for some reason (this is the stated support level in unity 3d), and on windows it's still possible to grab the title bar and the other resize bar bits. But it's still vastly better than before.<br />
** We have it set so that it doesn't lock your cursor until it detects a keypress inside the game itself, and it disables itself if you open the menu or hit the cancel button.<br />
<br />
* The hitboxes for all the mechs are now half as large as they were before. This is more in line with most SHMUPs and Isaac and a number of other games, and allows for more precision play.<br />
<br />
* Updated the Demesne enemy substantially in order to make it both use higher-performance shot logic as well as not use so incredibly many shots. It was definitely a big drain on performance in any room it was in.<br />
<br />
* A completely new variant of Shred Guardian has been added, plus some balance fixes for the other variants.<br />
** Thanks to Ptarth for creating the new variant and providing the balance tweaks!<br />
<br />
* Added a new settings option to the extras tab:<br />
** Debug: Check XML Validity<br />
*** If this is on, then when XML files are read in it will check to see if there are any attributes that refer to nonexistent features. These generally indicate typos or other xml errors. This doubles the amount of time it takes to parse the xml, though, so it's off by default (it's still fast either way).<br />
** This solves some minor performance issues introduced in version 1.010 when this was added. However it's not related to the overall larger hitching.<br />
** A bug relating to this has also now been fixed that was wasting about 50MB of RAM, and this bug may have been the cause of the overall hitching we started seeing in 1.010.<br />
<br />
== Version 1.010 ==<br />
(Released January 30th, 2016)<br />
<br />
* The way that the completion percentage is calculated has been massively updated to now include your perfections against bosses, your wins with incredibilities, and so on.<br />
<br />
* The full 7-floor runs now unlock after 3 runs rather than 10.<br />
** We originally did it as 10 because another popular game in the genre does that. But lately we've been getting frustrated at how long it takes before players are even able to see that awesome content that comes after beating The Warden three times. For a youtuber or a twitch streamer it's really quite a time investment to even consider it.<br />
** Thanks to dfinlay for giving us the kick in the pants to actually make the shift, though. :)<br />
<br />
* Fixed a scripting mistake on Cheapskate.<br />
** Thanks to sherpajack for reporting.<br />
<br />
* Added an attribute to entity nodes: frequency_in_enemy_seeding (int, default 100)<br />
** this is actually an alias to frequency_in_item_pools, which now also impacts normal enemy seeding frequencies, but this name would make more sense in the xml for enemies<br />
<br />
* Fixed a bug where the "win run having held incredibility X since Floor 1" achievements weren't working because they were requiring you to pick the item up on Floor Zero... um, yea, sorry.<br />
** Thanks to Soupinator for reporting.<br />
<br />
* Fixed a bug where the statistics window wouldn't respond to the Cancel or OpenMenu keybinds, and thus couldn't be closed via controller.<br />
** Thanks to Reath for reporting.<br />
<br />
* Now if you somehow get stuck completely outside the room's boundary rectangle it will gradually bump you into it, to avoid it being a bricked run.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Fixed a bug where in the rare cases that floor generation just couldn't come up with something after a hundred tries, you could get a partial run generated but not the whole thing. Now in those cases it just rerolls the whole dungeon, and keeps jolly well doing so until it finishes one properly.<br />
<br />
* Fixed a bug where floorgen would sometimes allow mismatched door connections, which could leave you stuck in a wall if you went through one. Now it throws those floors back.<br />
<br />
* Now when you use a mysterious circuit you didn't know about yet it displays a message in the upper-left with the name and description of the now-known circuit.<br />
<br />
* Setting a bullet pattern loop's iterations to zero just has it never execute its body now, instead of acting like iterations="1".<br />
** Thanks to ptarth for suggesting.<br />
<br />
* Halved the frequency at which Tiny Transport seeds.<br />
* Further reduced the frequency at which Tiny Transport seeds. They should be pretty rare now. Slightly reduced the amount of drops each one can give. Credit Tiny Transport now drops 3 credits per drop in order to balance the usefulness of its drops compared to the other two varieties of ship.<br />
** Thanks to Dfindlay and Amitiel for the feedback.<br />
<br />
* Now when the game is loading xml content, it checks afterward to see if there's any data (specifically, attributes) it didn't use, and if it finds any it fusses in a short message in the upper-right message log and dumps the details to UnrequestedXMLAttributes.txt<br />
** Bear in mind that the message log doesn't show on the title screen, but does show on the file select screen.<br />
** Thanks to ptarth, zharmad, Misery, and many others for inspiring this change.<br />
<br />
* The text shown near the top for active probations has been cleaned up to not have stray zeroes and weird descriptions and so on.<br />
<br />
* Some updates have been made to the input handling to fix an issue where the custom dead zones were apparently not being properly applied to the left and right thumbsticks in all cases, particularly on linux -- but in general possibly on most cases where xinput is not being used.<br />
** Thanks to HerrGnatz and PoloBaquerizoH for reporting.<br />
<br />
* Added a new Shred Guardian courtesy of community member ptarth.<br />
<br />
* Fat Bullets is now Precision Ammo - Bullets are 25% smaller but also deal 20% more damage.<br />
<br />
* Enormous Bullets is now Contaminated Ammo - Bullets poison enemies for 50 damage over 2 seconds.<br />
<br />
== Version 1.009 ==<br />
(Released January 28th, 2016)<br />
<br />
* Expanded the new "does not block sight even though it blocks pathing" thing to a bunch more room features; the enemies may not actually be able to _hit_ you while you're hiding behind that laser emitter, but they can try. And have a much better chance than if you were actually behind a solid wall.<br />
<br />
* Added new attribute to the bullet pattern "loop" node: take_pants_off_head (bool)<br />
** This suppresses, for this loop tag, the longstanding (all the way back to TLF) bug where on iterations after the first it would often skip the first action in the loop.<br />
** For the less sarcastic content contributors, you can use an alias for this new attribute: suppress_loop_bug<br />
** This defaults to false because many of the existing loop tags would cause infinite-loop behavior if the bug were fixed for them.<br />
** Thanks to ptarth, Misery, and others for reporting.<br />
<br />
* Added stats for how many runs until you unlock 7-floor runs, and for which incredibilities you've won a run while holding.<br />
<br />
* Energized Glass Hull is now disabled (likely to be removed unless it it re-worked). <br />
** New Incredibility - Corrupting Power : Gain a high amount of max energy and you will regenerate energy over time... but at what cost? ;)<br />
<br />
* A new "metal grinder" deadly pursuer enemy has been added to the game.<br />
** Credit to community member ptarth for yet another awesome creation.<br />
<br />
* A new "Tiny Transport" enemy has been added to the game.<br />
** Tiny Transport. These are kind of like the health and potion gnomes from Golden Axe; the more hits you can get in on them before they explode, the more drops you get.<br />
<br />
* A number of OSX controller incompatibilities (and linux ones as well) should now be solved. We had not noticed that were were a preponderance of preprocessor compiler directives in the InControl code, rather than using Application.platform. Given we compile on windows, this created a problem. We've shifted everything over to be compile-computer-agnostic, so presumably those issues (they were actually missing bindings) should be fixed.<br />
** Please do let us know if this doesn't do it, though. We haven't actually had a chance to test it out in the situations that were an issue before. It's been a... trying... day.<br />
** Thanks to Sounds, Sounds of Silence, beatnikbedlam, lessster, and RuySan for reporting.<br />
<br />
== Version 1.008 ==<br />
(Released January 27th, 2016)<br />
<br />
* Kill tracking for multi-stage entities now only happens when the final stage dies, and it tracks under the first stage's name.<br />
** This avoids a problem where you got "credit" for killing a boss when you'd only killed the first stage, even if you then died before winning the fight.<br />
** Thanks to Danjuro for inspiring this change.<br />
<br />
* Fixed a bug where the difficulty of the tutorial was being set according to the last run of the test chamber (which is basically just for devs and modders), and since the tutorial is the first thing that runs when you start a new file it could result in all your new files being set to Misery difficulty without you realizing it.<br />
** This may have only impacted a certain developer who was wondering why he was suddenly so bad at this game.<br />
<br />
* The game is now way more aggressive about using different room scripts for rooms of the same general type, until it runs out of "new" ones and then it just starts over.<br />
<br />
* The energy bar in the lower-left now shows your actual current and max amount of energy.<br />
** Thanks to Ljas for suggesting.<br />
<br />
* Now any inventory item type (missiles, energy, etc) that has a maximum cannot have that maximum modified below 1. Otherwise when it hit zero it just becomes "no max" and doesn't work right.<br />
** Thanks to Nargasse for reporting.<br />
<br />
* The minimap now doesn't show icons for missiles or credits left in a room if you're at max capacity for those items.<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Fixed a bug where weapons with shots_per_salvo > 1 and placed in a system offset would not properly offset the secondary shots.<br />
** Thanks to ptarth for reporting.<br />
<br />
* There's now a short "Victory!" display after you win a run, followed by a fade to black, rather than dumping you straight to the menu when the last floor boss dies.<br />
** You are invincible during this time.<br />
** Thanks to Ljas and zharmad for inspiring this change<br />
<br />
* Keyprentice is now on level 3 instead of level 9, and it now only gives you 5 keys instead of 10.<br />
** Keymaster is now on level 8 instead of level 10, and now only gives you 20 keys instead of 50.<br />
** Thanks to zharmad for suggesting.<br />
<br />
* When we updated the game to the new version of Unity, apparently it switched our fullscreen mode into windowed borderless instead of true fullscreen mode, which performs worse. It now runs in true fullscreen mode again.<br />
** Thanks to Soupinator for reporting.<br />
** Also thanks to his workaround for v1.007: "Current workaround: use -force-opengl in the command line, since fullscreen is only broken in the Direct3D renderer, but this makes the graphics a bit fuzzy."<br />
<br />
* In an effort to make sure you actually see the various items we worked so hard to make, and to make getting loot more exciting:<br />
** Your base chance to get loot after winning a room is the same, but each time you fail the roll it goes up for next time until it succeeds.<br />
** When room-win loot would give you a consumable item (as opposed to a minor item), at various intervals it will instead give you a main-weapon, energy-weapon, or power-up item. Those intervals are randomized but controlled to ensure some rate of each.<br />
** When seeding from many of the significant item pools, the game's now fairly aggressive about not seeding the same thing more than once when there are still things that haven't been seeded. When it runs out of choices under this rule it starts over for that (group of) pools.<br />
** When you open an unlocked chest, you have a small chance of getting loot from the locked-chest pool. If this roll fails the chance goes up for next time until it succeeds.<br />
** The game is now much more aggressive at making sure it seeds all of the available reward/shop rooms before it goes back to ones it's already seeded in that run.<br />
** Thanks to Misery, Wingflier, evilution, zharmad, Matruchus, and others for inspiring these changes.<br />
<br />
* The max-health reduction from losing a condemned room or from buying an item with health are now applied after the difficulty-based health multipliers, so they don't cause greater-than-expected losses on lower difficulties.<br />
** Thanks to Jacic for reporting.<br />
<br />
* XP yield from depositing credits at a console is now multiplied by floor number, as with other XP gain.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Added a button to the test chamber screen that tries to open the Starward Rogue wiki in your browser.<br />
<br />
* Now when you have the steam overlay active, the game pauses in the same way as when the escape menu is open.<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Now when a room script is flipped on either the x axis or the y axis (but not both), any entities with passive_rotation_speed in the room act as if that value's sign were flipped.<br />
** Thanks to Tornis and Pepisolo for reporting.<br />
<br />
* The visuals for caltrops and floating debris have been updated to be a lot more visible, since some folks were having trouble seeing them.<br />
<br />
* The normal enemy health bar is now at the top where the boss health bar is (if both are shown, the non-boss one goes lower).<br />
** This also means the normal enemy health bar doesn't block other tooltip info from showing, and vice versa.<br />
** Thanks to Castruccio and zharmad for inspiring this change.<br />
<br />
* Brute now only grants a 10% bonus to attack power, not a 20% bonus. That was getting to be a bit overpowered.<br />
<br />
* The costs of items in the health sacrifice shops are now much more substantial, since the overall amounts of health players have these days is a lot higher and thus these were way too cheap to get.<br />
** Anything that cost 3 before now costs 7, things that cost 2 before now cost 5, and things that cost 1 before now cost 3.<br />
<br />
* Sideshot no longer seeds until you are two floors down.<br />
** Thanks to nas1m for reporting.<br />
<br />
* The term "reload time" has uniformly been changed to be "fire rate." Before both terms were used, which was confusing.<br />
** Thanks to Tornis for suggesting.<br />
<br />
* In recent builds, Terror Bubbles were just sitting there on Normal difficulty and down, because they had no weapons on those difficulties. Fixed!<br />
** Thanks to Cinth and Nova225 for reporting.<br />
<br />
* The impassable glass blocks that you can shoot through now no longer block line of sight.<br />
** Note: this won't help with rooms you've already entered, because the data is set up when the block is spawned.<br />
** Thanks to crazyroosterman and Misery for reporting.<br />
<br />
* Now if you've picked up an incredibility, and you pick up another, the first is dropped on the ground.<br />
** Thanks to Misery for suggesting.<br />
<br />
* The fire left by your mech when you have a hotrod system is now much larger, thus looking more interesting.<br />
<br />
* The game now uses a scaled radial dead zone of 0.25 for all analog input thumbsticks, which means that they should all "just work" now.<br />
** This is the same as they had prior to us moving to the more recent InControl asset, which was using 0.2 instead and was using an inferior algorithm.<br />
** This in particular should patch up the XBox 360 controllers that are a little worn. If any of them still have trouble, then there are now sliders inside the main Game tab of the settings window that allow you to adjust these to the needs of your particular controller.<br />
** Thanks to [ES.GR] Ziltoid Le Muet (Cpl), Sounds, lessster, Invader Xom, Rhakyr, Castruccio, beatnikbedlam, and Apathetic for reporting.<br />
<br />
== Version 1.007 ==<br />
(Released January 26th, 2016)<br />
<br />
* Fixed a bug where bouncing mines had a different damage type (Ballistic) than stationary mines (Explosive), and thus stuff that gave immunity to explosive damage didn't protect you from bouncing mines.<br />
** Thanks to waylon531 for reporting.<br />
<br />
* Now when you press E to level up, if there are any more of those big central screen messages still showing they're cleared so they don't get in the way of the level up display.<br />
** Thanks to Moonshine Fox for inspiring this change.<br />
<br />
* Made the glass pots no longer shootable by enemies.<br />
<br />
* There will no longer ever be more than one Sideshot seeded per room, thanks to a new never_seed_more_than_one_per_room flag on it.<br />
** This flag is ignored on Misery difficulty, so you can run into really brutal groups of enemies there still.<br />
** Thanks to nas1m for suggesting.<br />
<br />
* The game now properly uses aliases for some of the common center-gamepad buttons so that they all map the same way across gamepads. Aka the Menu button on the XBox One controller is the same as Start on the 360. And the View button on the XB1 is the same as the Back on the 360. That way you don't have to change your default mappings around to get those to work. Start and Select also map to those, respectively, for usage on PS3 controllers and similar.<br />
** In the past this was set up for the 360, but with the prior version we inadvertently set this up for the XB1 so that the 360 then required a remapping to a control icon that looked identical. No longer!<br />
<br />
* In windows, the game now uses XInput rather than the default wrappered unity input. This fixes a few lingering issues with the triggers on the xbox one controller in windows only (they were fine in other OSes as of last version).<br />
<br />
* The game now allows you to back out of most windows using the menu button as well as the cancel button. This has been requested for a while, actually, and isn't related to the new input interface.<br />
<br />
* Fixed up the way that the hitting escape/B/cancel to get out of the game at the main menu was not working properly in the prior version.<br />
<br />
* Fixed a number of bugs relating to the virtual gamepad cursor in the escape menu selecting the wrong thing.<br />
<br />
== Version 1.006 ==<br />
(Released January 26th, 2016)<br />
<br />
* Added new toggle to extras tab of settings window: Always Use OS Cursor<br />
** If this is on, the game never uses the gamepad "virtual cursor" even if the gamepad is in use.<br />
** Thanks to Saphirahk and nas1m for inspiring this change.<br />
<br />
* Now if the revealed minimap is so big that it overruns its borders on the escape menu, it is scaled down to at least roughly fit within it.<br />
** Thanks to Tolc for reporting.<br />
<br />
* New "Gemini siblings" enemies from community member zharmad!<br />
<br />
* Fixed a bug where shopkeeper kills were not checked for achievements because it never did the room-win logic for shops.<br />
** Thanks to Matruchus for reporting.<br />
<br />
* Fixed a bug where one of the three code-branches that checks for waking the shopkeeper was checking the thing doing the damage rather than the shopkeeper for the waking-immunity to stuff not directly fired by the player.<br />
** Thanks to Reinhark, Cinth, and Matruchus for reporting.<br />
<br />
* Fixed a null exception that could occur shortly after loading a save.<br />
** Thanks to Danjuro for reporting.<br />
<br />
* Changed the logic of using keycards to unlock all doors in the room on the other side, rather than just the door facing you.<br />
** Otherwise a shop/item-room/etc that was locked could take two keys to get "through" to the other side, and if there was literally only one available and that was between you and the boss, well...<br />
** Also changed mapgen logic so that the next-to-start item room which often spawns cannot be locked, as that can cut off other areas of the map.<br />
** Thanks to SourKiwi for reporting.<br />
<br />
* Fixed a bug where the cryofreeze and other aoe effects would try to affect invincible stuff like caltrops.<br />
** In the case of cryofreeze, this could mean a lot of unnecessary sound effects.<br />
** Thanks to dumpsterKEEPER for reporting.<br />
<br />
* Fixed a bug where the "if you destroy a health shard block in a room adjacent to an unknown secret room, reveal that secret room instead of spawning the health shard" logic was instead checking for _known_ secret rooms. Cute.<br />
** Also, now when you enter a room bordering an unknown secret room, and the room you're entering has no heath-shard blocks (that normally reveal the secret when you blow them up, if there is one to reveal), it tries to convert a normal bombable block to one of those.<br />
*** If it fails to do that, it just reveals the secret room(s).<br />
** Thanks to nas1m, Watashiwa, and many others for reporting the frustration with secret rooms not being revealed.<br />
<br />
* Now when the game is seeding pickups that go in your main gun, energy, missile, or attachment slots it will never pick what you've already got equipped at the time of the seeding.<br />
** Thanks to TheVampire100 for inspiring this change.<br />
<br />
* New enemy "Demesne" added<br />
** This is another "Fearsome" type of foe... be careful around this guy!<br />
<br />
* Fixed a potential null exception bug when starting up the game.<br />
** Thanks to mrhanman for reporting.<br />
<br />
* Backfire now always uses BOTH of it's phases instead of randomly skipping to the second one.<br />
** It also now has more HP in both phases<br />
<br />
* Now the game tracks when you pick up multiples of the same powerup (for instance, level up perks that may be picked multiple times) and displays x2, x3, etc to show that.<br />
** This won't show that for powerups picked up multiple times in older saves because it wasn't tracked.<br />
** Thanks to Kevin Feederline, FroBrodine, and waylon531 for suggesting.<br />
<br />
* Fixed an issue accidentally introduced in version 1.005 where you could only pick up perks of each type one time, which would lead to blank perk selection screens on later levels.<br />
** Thanks to Reinhark for reporting.<br />
<br />
* ItemGainChanceOnEnemyKill and ItemGainOnEnemyKill modifiers now only proc against Ship entities; so not shots or obstacles.<br />
** Thanks to nas1m for reporting.<br />
<br />
=== Keyboard / Gamepad Controls Updates ===<br />
<br />
* Updated the game engine to Unity 4.7 instead of 4.6.7.<br />
** We generally try to avoid doing engine updates unless there are benefits or bugfixes that actually impact us. Past experience has taught us that new engine bugs appear unannounced, and we prefer to avoid those when possible by staying on known-stable versions until we need to not.<br />
** That said, this new version seems to be stable, and also is required in order to support the new InControl plugin.<br />
<br />
* We have completely gutted the underlying gamepad support and rebuilt it from the ground up with the InControl asset store plugin as the underlying basis for it.<br />
** This solves the XBox One controller compatibility issues, as well as making default bindings for the playstation 4 controller and many other main controllers now automatically kick into place.<br />
<br />
* The "Fire Up" and "Fire Up (Alt)" keybinds (and their down, left, and right counterparts) now cause your energy and missile weapons to target that direction too, even if normally they would target the mouse cursor.<br />
** Thanks to dfinlay for inspiring this change.<br />
<br />
* There is a new Debug: Show Gamepad Raw Inputs option in the extras tab of the settings menu.<br />
** If this is on, then any detected raw input from your gamepads will be shown on the left side of the screen. Useful for debugging but not much else.<br />
<br />
* The confirm popup now supports gamepad left-right (on either the dpad or the analog stick) to switch between the buttons, and the execute button to simulate a click on the highlighted button.<br />
** Thanks to Cyprene for inspiring this change.<br />
<br />
* Note: these changes have caused us to need to reset all of the existing key bindings to their defaults. If you had custom mappings you will need to remap those. Apologies!<br />
<br />
== Version 1.005 ==<br />
(Released January 25th, 2016)<br />
<br />
* Now when you use the in-game delete function on a file slot, it actually replaces that file with a very small file (just containing the text "deleted") which the game treats as an empty slot.<br />
** This way, steam cloud will not "helpfully" immediately repopulate the save file.<br />
** Thanks to ProfessorPaul1290 for reporting.<br />
<br />
* Now if you get a corrupt save message you have the option (again, removed late in alpha) to keep or delete.<br />
** If you delete, it actually copies it to a backup location and overwrites the slot with a small file that the game will treat as empty but the steam cloud will not automatically copy back over.<br />
<br />
* The perk screen now continues showing the previous HUD (for stat info).<br />
** Thanks to robdon for suggesting.<br />
<br />
* The knockback_resistance stat now also applies to weapon kickback.<br />
<br />
* The RedShift mech now has full immunity to both kickback and knockback.<br />
** Thanks to Apathetic for inspiring this change.<br />
<br />
* set disappears_if_room_left to true on the antigravitate blockage shards<br />
** Thanks to Apathetic for inspiring this change.<br />
<br />
* The boss "Backfire" is now active!<br />
** This has been completely redone from the ground up from what it used to be in the alpha. Be ready to deal with it's minions!<br />
<br />
* The Warden no longer falls asleep during phase 4 of it's attack<br />
<br />
* Fixed a bug where the recently added "missiles destroy shootables without them morphing into their more-damaged states" logic was causing the pathfinding-block on shootable-A and shootable-B objects to not be cleared when they died (because it was only being cleared when the C stage died, and that was being skipped).<br />
<br />
* Fixed a bug where OnRoomSwitch effects could fire when switching from an old run to a new run.<br />
<br />
* Fixed a bug where OnRoomSwitch effects that reduced hull health on the player would not actually do any damage due to the "invincible until leaves the doorway" logic.<br />
<br />
* The Medical Emergency pickup now only does its damage when you enter a room for the first time, not every time you switch rooms.<br />
** Thanks to The Hunter for inspiring this change.<br />
<br />
* The Impatience level-up perk now won't show up on the perk menu if you are already on the last floor of the run.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* The minimap icon for major item rooms and health storage rooms now disappears if you've entered the room and there are no pickups on the floor.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Fixed a bug with QuadEE/ZMC_GlassPipes. It was possible to get a Pearl trapped inside of Glass Unbreakable blocks, which made it not shoot or be killable, making the room unexitable.<br />
<br />
* Pearls now wake on being shot.<br />
** Thanks to Apathetic, Cinth, Paladinlord10, and Watashiwa for reporting.<br />
<br />
== Version 1.004 ==<br />
(Released January 23rd, 2016)<br />
<br />
* The minimap on the escape menu now has mouseover tooltips on the individual rooms.<br />
** The tooltip also lists any items on the ground in that room, if you've been there before.<br />
<br />
* Fixed a bug where a familiar that was supposed to only be for that room would respawn if you spawned it, left before it died, and deployed another familiar.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Put in further logic to prevent shopkeepers from being aggroed (or damaged) from sleep by anything other than a player-directed shot.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Fixed a bug where chests and other animated "special objects" spawned after room completion were not having their animators set up and thus were invisible (until opened, in the chest case).<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Enemy Spawners now explode when the room is cleared.<br />
** Thanks to ptarth for inspiring this change.<br />
<br />
* The width of columns on the Statistics screen has been broadened to accommodate some of the item names being longer than they were when that screen was set up.<br />
** This also prevents the close button from overlapping the next page button.<br />
** Thanks to robdon for reporting.<br />
<br />
* Added a "Fire Main Gun" key bind, replacing the hardcoded "hold down left mouse to fire main gun" logic.<br />
** Thanks to Cyborg for suggesting.<br />
<br />
* Fixed a bug where the 5-familiar achievement was counting some familiars twice (or after they died).<br />
** Thanks to Apathetic for the report and save.<br />
<br />
* Fixed a bug where occasionally a direct-fire shot would be fired as if it were "leading" the target.<br />
** Thanks to Misery for reporting.<br />
<br />
* Fixed a bug where the logic for resetting your position after dying in the tutorial was not reopening the doors, and thus causing you to be stuck there on the threshold of the door, if you entered through one.<br />
** Thanks to Arnos for reporting.<br />
<br />
* The game is now set to internally use the en-US format, so that hopefully those using other languages on the linux platform won't have to use the workaround of launching the game with the LC_ALL=C %command% or LANG=en_US %command launch option on.<br />
** Thanks to lessster for reporting.<br />
<br />
* Now the boss intro only has the boss go halfway across the screen, and then scale up to dominate the screen before fading out.<br />
** Thanks to Omgaar for inspiring this change.<br />
<br />
* The default Steam controller recommendation should is now 'Gamepad' instead of "Gamepad with high precision camera/aiming"<br />
** Thanks to death2cupbots for reporting.<br />
<br />
== Version 1.003 ==<br />
(Released January 22nd, 2016)<br />
<br />
* Fixed a rather serious bug in the last version that was causing the player to not be able to move upon entering rooms. Err... yeah, not sure how that slipped past us. Real sorry about that. We are very tired and clearly should not be making major changes right now. Thanks for understanding!<br />
** Thanks to Isaac, Cyprene, waylon531, Apathetic, and tupelocase for reporting.<br />
<br />
* The banshee now is more aggressive with its counterattacks again. Not so much as pre-1.0, but still a lot more than in 1.0.<br />
<br />
== Version 1.002 ==<br />
(Released January 22nd, 2016)<br />
<br />
* Fixed a bug where you could fire your weapons during just-entered-room invincibility.<br />
** Thanks to Moonshine Fox and others for reporting.<br />
<br />
* The text list of powerups at the bottom right of the escape menu is now a row/grid of icons with mouseovers for the names/descriptions.<br />
** Thanks to Apathetic and donblas for inspiring this change.<br />
<br />
* A new music track has been composed for the game! FTB 629<br />
<br />
== Version 1.001 ==<br />
(Released January 22nd, 2016)<br />
* The game will no longer seed secret rooms "from" shop, item, miniboss, secret, starting, or condemned rooms to avoid doors that look like they go to nowhere, or cannot be revealed.<br />
<br />
* Fixed a longstanding bug where secret rooms were requiring a 2x2 free space on the grid instead of 1x1.<br />
<br />
* Extended the destroy-enemy-shots-on-room-clear logic to continue clearing enemy shots from the room afterward instead of just once, as there are a few things that can continue to emit shots.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Updated the changelog to point to this new page.<br />
<br />
* Fixed up a mouse input issue that was a recent consequence of a perhaps-foolish major fix to some really unusual gamepads last night, which then broke mouse support for some folks with trackpads. The new system should work for everyone, as it is more unified and gets rid of some of the legacy input code that has been weighing down the button clicking for some time now.<br />
** Basically unity has an "input" way of handling clicks and such, and a "gui" way of doing it. We used to do a hybrid of both. Now it's all the "input" type, which is better for a lot of reasons.<br />
** Thanks to nas1m for reporting.<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Early Alpha Release Notes]]<br />
<br />
.<br />
<br />
.<br />
<br />
[[Starward_Rogue:Main|Starward Rogue Main Page]]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.0_Release_Notes&diff=28160Starward Rogue:Post-1.0 Release Notes2016-05-01T16:01:01Z<p>Zogheen: </p>
<hr />
<div>Test<br />
== Version 1.019 ==<br />
(This isn't done yet, we're still working on it.)<br />
<br />
* New Hotrod SFX, and a added particle effect.<br />
<br />
* Upped Miniboss HP, 10% across the board.<br />
<br />
* Miniboss Tri has been significantly improved, including Hard, and Misery mode versions.<br />
<br />
* Fixed the Nanite Leeches not appearing in the GUI, once picked up.<br />
** Thanks to logorouge for reporting!<br />
<br />
* More new SFX for Crystal Mother, Spiders, Amberbarrage, Crossclaw, and RearBurstTurret. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Changed the Redshift Mech starting secondary to the Precision Railgun.<br />
<br />
* Updated the Reaper's Misery mode version.<br />
<br />
== Version 1.018 ==<br />
(Released March 28th, 2016)<br />
<br />
* Fixed a bug where homing weapons (especially ones with a homing delay) could wind up homing on the invisible bouncing mine emitters.<br />
** Thanks to Pepisolo for reporting.<br />
<br />
* Fixed a few problems with the FamiliarFollower logic that was making it rubber-band back and forth between the player and the enemy, etc.<br />
** Thanks to Pepisolo and ptarth for reporting.<br />
<br />
* Fixed a bug where a system with homing and a bullet pattern would allow the homing to work on the initial firing (it was correctly not trying to home after that; bullet patterns override homing until the pattern expires).<br />
** Thanks to Pepisolo for reporting.<br />
<br />
* Tweaked the following consumables: One Way Barricade (shot change), Tactical EMP (tweaks), Ricochet Circuit(now last for a whole floor), Stim Pack(now last for a room), Overheating System(tweaks and now last for a room), Overloading Circuit (duration increased to 30 seconds), Energy Boost Circuit (now plus 20 energy), Siphoning Circuit (new you lose 20 energy), Supernova (larger AOE on explosion, needs more work, though), Ludicrous Speed Circuit(made the speed increase more ludicrous), Carnage (upped duration to 15 seconds), AllTheRockets(increased duration to 30 seconds), ShieldsDown (increased duration to 30 seconds),Code Annihilate(slight damage increase),Code_Overdrive(increased duration to 15 seconds),Code_Defend (now last for a room), SignalTriangulator(This now reveals the boss room rather than teleporting you straight there), Beaming Probe and Incinerator Probe (tweaked to be more useful), OrbitingBattleStation (now fires multiple shots), all consumable sentries now block shots but they have limited health.<br />
<br />
* New consumable item Wormhole Journey added.<br />
<br />
* New consumable item Anomaly Detector added.<br />
<br />
* Changed Autocannon Minibot to a use the FamiliarFollower (pathfinding) behavior.<br />
<br />
* New BullRush,BullDog, and Battleswarm SFX. New Spine Ballista SFX. Fixed Pressure Shotgun audio typo. Thanks to Goldenwolf for helping me with this!<br />
<br />
== Version 1.017 ==<br />
(Released March 17th, 2016)<br />
<br />
* PathfindingAttacker enemies now update their paths more frequently.<br />
** Thanks to Pepisolo and ptarth for suggesting.<br />
<br />
* Tweaked the Riot Suppressor for performance and balance. Shots no longer pierce walls. Slight damage decrease.<br />
<br />
* Improved the Hunter Killer weapon.<br />
<br />
* Overhauled the SerratedSpineLauncher. It now causes toxic bleeding.<br />
<br />
* Overhauled Purifying Nova. It's a lot more visually satisfying now, and also clears enemy shots.<br />
<br />
* More SFX work. New Fencing Needle and Caliburn SFX. Added new Paragon, Reaper, Bastille, Arcoris, Hunter and Tri SFX. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Fixed a bug where not setting modifiers_applied_to_nearby_entities_max_simultaneous_affected (thus leaving it at the default of zero) would cause NearbyEnemies modifiers to never be applied to anything. Now the default functions as "no limit".<br />
** Thanks to ptarth for reporting.<br />
<br />
* Added to system:<br />
**deflected_shots_inherit_speed (bool)<br />
***only meaningful if deflects_shots is true, makes affected shots go the same speed as the shot deflecting them<br />
**deflected_shots_inherit_angle (bool)<br />
***only meaningful if deflects_shots is true, changes the angle of affected shots to match the shot deflecting them<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* Preliminary Hard and Misery mode Hunters added, although more work is needed. More Hunter tweaks.<br />
<br />
* Fixed some missing SFX caused by typos.<br />
<br />
* Glass walls and disrupted regenerating walls no longer cause shot-spawn to be offset from them, since the shots can pass through them anyway.<br />
** Thanks to samnainocard and Pepisolo for reporting.<br />
<br />
* On system, added:<br />
**shot_homing_delay (float)<br />
***if set, the shot won't start homing until this many seconds after spawning<br />
***only meaningful when combined with shot_homing_range<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* Fixed a bug where cue_time > 0 would prevent shots_per_salvo > 1 from having any impact (it would just fire one shot).<br />
** Thanks to ptarth for reporting.<br />
<br />
* Kickback now happens after cue-time is complete, and after all shots in the salvo have been fired.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Adjusted the upper-left "Main Menu" label on the "after loading a file slot" screen to match the position of the "File Select" label on the previous screen.<br />
** Thanks to kingisaaclinksr for reporting.<br />
<br />
* Removed support for "periodic movement modes" because, though spec'd out and implemented in some detail during development, they were never actually used in the released game and are generally very buggy. Whatever we might want to do using these could instead probably work via movement controlling bullet patterns, etc.<br />
<br />
* Now that folks have had a chance to get used to the weird test-chamber button order of "[Cancel] [OK] [BLANK] [Wiki]", we're switching it to the more reasonable but now strange "[Wiki] [Blank] [Cancel] [Okay]".<br />
** Thanks to ptarth for suggesting.<br />
<br />
* New main weapon Smart Gun added.<br />
<br />
* Two new varieties of Bulldog and Bullrush added.<br />
<br />
* Added Banshee performance improving flag.<br />
<br />
* Changed any "ammo" references when referring to energy weapons to "energy".<br />
<br />
* Weight Optimization reworked to modify enemy movement speeds.<br />
** Thanks to Discotech and logorouge for reporting.<br />
<br />
* Added two more Arcoris variations.<br />
<br />
* Tweaked some of the guns. Fixed a missing Cluster Launcher mech gun image.<br />
** Thanks to Goldenwolf for the feedback!<br />
<br />
* Improved the Nanite Leeches to have more presence. It now fires 8 homing leeches.<br />
<br />
== Version 1.016 ==<br />
(Released March 8th, 2016)<br />
<br />
* More SFX work. New Incinerator, Twin Machineguns, Precision Railgun, Splitfire Cannon, Venomous Stinger, Riot Suppressor, NarcoStinger, BoomerangNeedler,TorpedoCannon, Deleter,HolyFire, HunterKiller, GravityCannon, Corona and Detonating Rose explosion SFX. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Improved handling of ricochets to avoid cases where shots just disappear on hitting a wall.<br />
** Thanks to ptarth for extensive testing and feedback on this.<br />
<br />
* Turned the Hornet Nest SFX volume down a bit. Also did the same for the Guardian Gun, Fragment Cannon, Cluster Launcher, Phaser and the Translocator.<br />
** Thanks to Krysle Quinsen, Econael, and Crolley for the feedback!<br />
<br />
* Fixed a bug where your familiars could auto-target bouncing mine emitters, which are invisible and can't be hit anyway.<br />
** Thanks to Pepisolo and Solar Marine for reporting.<br />
<br />
* Fixed a bug where familiar-based weapons couldn't harm wake-on-shot enemies (like facerippers) at all, even after the enemy was awake.<br />
** Thanks to crazyroosterman, Cinth, and Pepisolo for reporting.<br />
<br />
* Increased Guardian Blaster width. Tweaked Raincannon colour. Tweaked Suppressor shot size and colour. Improved the Grapeshot. Now fires a burst of shots. It's now a limited ammo, but high power weapon. Tweaked Precision Railgun. Improved the Splitfire Cannon. Also improved Narcotics Stinger.<br />
<br />
* Overhauled Venomous Stinger. It now infects enemies, and infected enemies explode into a pool of venomous sludge upon death.<br />
<br />
* Made it very unlikely to slide through a one-way tile next to a wall by running into the wall.<br />
** Thanks to Pepisolo and ptarth for reporting.<br />
<br />
* Put in some code to hopefully prevent some issues with loading sounds in some cases.<br />
** Thanks to Econael, Amitiel, and samnainocard for reporting.<br />
<br />
* Some mapgen-related error messages are now silent log entries because there's already recovery mechanisms in place to make sure the player gets a fully formed dungeon.<br />
** Thanks to TuxedoBra for reporting.<br />
<br />
* Changed various items from "add/subtract missiles/energy/whatever at a massive rate for a very short period of time" behavior to simply adding/subtracting a large amount, so that the effect would show up immediately even when you're playing RedShift and time isn't normally passing.<br />
** Notably, the missile refill effect from Arms Race.<br />
** Thanks to Solar Marine, Cinth, ventifer, and ptarth for reporting.<br />
<br />
*Added new attribute to xml schema for bullet node: initial_angle_is_absolute (bool)<br />
**makes the initial angle of the bullet not be relative either to the angle from the firing entity to the target entity or to the rotation of the firing entity<br />
**Thanks to ptarth for suggesting.<br />
<br />
* Redid Reaper Hard mode, Misery mode version also added, but this may need something a bit extra.<br />
<br />
* Fixed a bug where EntityModifierType.DoubleItemGainChance (used by "Major Coinage" and "Wishing For More Wishes") was working for all item types, not just the one specified.<br />
** Thanks to Solar Marine and ptarth for reporting.<br />
<br />
* Added new FamiliarType: PtarthianOrbit<br />
** Behaves like SimpleCircleOrbit, but doesn't try to automatically space out the familiars in a ring. 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 />
** Thanks to ptarth for inspiring this change.<br />
<br />
* Added new sub-node type for entity nodes: familiar<br />
** Basically this is like adding something to the end of the "familiars" list that's already there, but allows you to set some additional info.<br />
** Attributes:<br />
***type (entity)<br />
****the actual familiar type, same as if you'd put it in the "familiars" list<br />
***minimum_difficulty (DifficultyType), maximum_difficulty (DifficultyType)<br />
****the lowest and highest difficulty where this entry will be considered (default: always consider)<br />
***chance_out_of_100 (int)<br />
****if this is set, and set to a value less than 100, each time it considers spawning this familiar it only has this % chance of actually doing so<br />
***radius (int)<br />
****only meaningful with PtarthianOrbit, sets the radius of the circular orbit<br />
***starting_angle (float)<br />
****only meaningful with PtarthianOrbit, sets the starting position on the circular orbit, in terms of degrees around the circle<br />
***rotation_reversed (bool)<br />
****only meaningful with PtarthianOrbit (works for SimpleCircleOrbit, but is weird there), if set this makes the familiar rotate in the other direction than it would normally<br />
***override_degrees_per_second (float)<br />
****only meaningful with PtarthianOrbit (works for SimpleCircleOrbit, but is weird there), if set this overrides the speed of the orbit (which is normally based on the familiar's speed); you can use negative values instead of the rotation_reversed flag if desired<br />
***suppress_line_of_sight_check (bool)<br />
****only meaningful with PtarthianOrbit, SimpleCircleOrbit, and NormalOrbit, if set this causes the familiar to skip the normal "don't fly through walls" logic<br />
*****if you know the familiar will always be in an open space where it doesn't need to check this, or if you want it to fly through walls, this flag helps lower the CPU cost of the familiar because it's not having to do LOS checks every frame<br />
<br />
* Made the Repulsive Hornet Mine available for seeding in the game, as it was the only starting Mech secondary not to be available. Regular Hornet Mine no longer seeds as Repulsive Hornet Mine is just a much better version.<br />
<br />
* Now when you use a teleporter, instead of doing a full refresh on your familiars it just relocates the normal-ship-behavior familiars to you (the other types always orbit you anyway).<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* New shot graphic for Flamethrower type systems.<br />
<br />
== Version 1.015 ==<br />
(Released February 25th, 2016)<br />
<br />
* New Enemy Aegis added. 4 variations<br />
** Thanks to community member Hearteater for creating these!<br />
<br />
* Correct icon added for the Masochism consumable.<br />
** Thanks to ScrObot for reporting!<br />
<br />
*Orbital familiar hijinks have been sorted out. They'll fight fairly for now.<br />
** Thanks to everyone who reported for reporting!<br />
<br />
* Entities with ship_category="RandomFloatingChunksOfStuff" (i.e. antigravitate blockade shards) can no longer proc health-on-kill or item-on-kill modifiers.<br />
** Thanks to Ayrix and dfinlay for reporting.<br />
<br />
* Fixed a bug where the "kill final boss with all mechs" achievement (and similar one for super-final boss) considered the tutorial mech as in that group.<br />
** Thanks to pmkenny1234 for reporting.<br />
<br />
* Fixed a bug where progress on the "kill final boss with all mechs" achievement (and similar one for super-final boss) was not being tracked properly.<br />
** Note: if you've gotten a kill-final/superfinal-boss-with-specific-mech achievement, and you load an old save, it will update the progress tracking for these kill-with-all achievements.<br />
** Thanks to pmkenny1234 for reporting.<br />
<br />
* Starting work on the SFX overhaul (which will take a long time to complete, bit by bit). New Banshee, Anangu, Energy Shield Module, TurboBlaster, Translocator, Railgun, PhaserGun,SplinterCannon,HornetNest,GrenadeLauncher,ClusterLauncher,PoisonedKnife,GuardianGun SFX added. Thanks to Goldenwolf for helping me with this!<br />
<br />
* 14 more new rooms added.<br />
** Thanks to community member Reath for creating these!<br />
<br />
* A few of the weedier enemies in CMP_EnemyShips have been set to not seed later in the game. Facerippers, for example, seem too weak to be seeding on later floors.<br />
<br />
* Set the few reticule based items to not seed until they are overhauled as they don't work very well on joypad.<br />
<br />
* Lots of tweaks to the main gun upgrades. More main gun upgrade tweaks.<br />
<br />
* Overhauled the Disruptor energy weapon, including new SFX. It is now a shorter range spread shot that disrupts enemy movement and fire rate. The longer you hold the burst, the stronger the disruption.<br />
<br />
* Viper Difficulty Reduction<br />
** Slowed Homing Shots<br />
** Decreased Homing Shot Homing Range<br />
** Changed color patterns so that Red, BurningRed, and Purple are only on homing shots.Red Snakes = Bad Snakes!<br />
** Added Egg shot to produce the Snake Shots (previously was invisible)<br />
** Added do_not_do_rest_of_logic_on_early_death to egg shot. Kill the egg, and the baby snake dies.<br />
<br />
== Version 1.014 ==<br />
(Released February 19th, 2016)<br />
<br />
* Flame tank mech has had it's main weapon rebalanced a bit<br />
<br />
* Blade Module is now found only in the secret room, instead of the sacrifice room<br />
<br />
* Tactical Nuke now does 650 damage and a guaranteed crit<br />
<br />
* Basic Drone now costs 90 credits instead of 20<br />
<br />
* STG-4377 damage has been lowered, and it's spread has been widened, and it no longer has infinite range<br />
<br />
* Big Leaky Battery's energy drain effect is now slightly faster<br />
<br />
* MajorCoinage now has a 40% chance of activating instead of 100%<br />
<br />
* Charger's attack range has been reduced<br />
<br />
* Labyrinth's chaser shot no longer dies on contact with the player<br />
<br />
* Missiles now explode on the very first shot they hit (they should be better at deflection now)<br />
<br />
* Combat Shield's energy cost slightly reduced<br />
<br />
* Multiple exploits have been negated in the fight with Terminus<br />
** The teleporters in the room are now one-way, and you cannot wake the boss with bullets from that location, or even damage it from there; you must step out of the teleporter to wake it<br />
** In addition, Terminus is now completely invincible as long as either of it's two guardians are in the room. If you try to skip them by running through them to the teleporters, you'll permanently trap yourself in an unwinnable state. No cheating, now...<br />
<br />
* Glassbreaker's sacrifice cost reduced by 1<br />
<br />
* Incineration module damage increased to 100<br />
** It also has a damage cap though, which is also 100<br />
<br />
* Consumable "Code: Overdrive" has had it's effective duration doubled<br />
<br />
* Battalion enemy now does not spawn until floor 6<br />
<br />
* The Corrosive Drone shots were intercepting other shots making it super OP. Fixed this so that they no longer intercept other shots.<br />
** Thanks for Pardinuz for reporting!<br />
<br />
* Escape now closes the Credits window.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Now switching between a secret room and a room with door-closing enemies does not restore your shields.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
* Magnetic shot drift no longer happens in shop rooms, to avoid accidents with the shopkeeper.<br />
** Thanks to ventifer for reporting.<br />
<br />
* Three varieties of new enemy Blademorph added. Thanks to community member Zharmad for creating these!<br />
<br />
* Updated the repulsive hornet mine to a more high res shot image. Also did the same for the grenade launcher and gravity cannon shot. Added variant colour flea guard shots.<br />
<br />
* Tweaked phase 1 Invader health and revenge spawner fire rate.<br />
<br />
* Deadly Viper enemy recategorized as a Fearsome_7x7<br />
<br />
* Shred Guardians recategorized as Wanderer_3x3<br />
<br />
* Reactive Blast Module is now the Reactive Shock Module<br />
** Instead of creating an explosion, it now creates a short range shockwave to clear bullets around the player<br />
** It now also can appear in the Defensive Shop, with a credit cost of 65<br />
<br />
* Added two more varieties of Krill Spitter<br />
<br />
* Labyrinth's chaser shot can no longer be cancelled<br />
<br />
* Enemy orbital familiars no longer render before you fully enter the room, since their orbiting offsets aren't set up until after you enter and that led to them rendering in weird places.<br />
** Thanks to dfinlay, Misery, ptarth, and dumpsterKEEPER for reporting.<br />
<br />
* Fixed some annoying cosmetic things with Reaper. Fixed it so that the Hunter nets bounce off walls more reliably.<br />
<br />
* Overhauled the Narcotics Drone to be more desirable. It now attacks of its own accord and its debuffs occur more frequently.<br />
<br />
* Tweaked Narcotics Drone description. Reduced the Corrosive Drone Size.<br />
<br />
* Added a description to the Masochism probation.<br />
** Thanks to ScrObot for reporting and Cinth for coming up with the description.<br />
<br />
* Fixed the Keyprentice and Keymaster perks.<br />
** Fix provided by Cinth! Thanks!<br />
<br />
* Added new drone Kamikaze Minibot. Available from all good retailers. -- Note, Kamikaze Drone had to be pulled due to a bug. If you still want to try it out, remove is_not_ready_to_seed="true" from the Kamikaze Minibot xml in Dayton_PowerUps.xml. It currently has issues going through teleporters. Sorry!<br />
<br />
* Corrupting Power Incredibility no long kills players on pick-up.<br />
** Also fixed the issue with Corrupting Power not dropping if you picked up another incredibility.<br />
** Thanks to dfinlay for the report.<br />
<br />
* Changed the room BGS_KickingTheHive so that there is less backtracking needed.<br />
** Thanks to Reath for reporting!<br />
<br />
* Reduced the Drone size across the board a little.<br />
<br />
* New Drone Autocannon Minibot added.<br />
<br />
* Fixed the issue with the Sacrifice shops. No more unexpected deaths from this source!<br />
<br />
* Fixed the broken Energy Shield module. A little more work is needed before it's completely polished, though.<br />
<br />
== Version 1.013 ==<br />
(Released February 10th, 2016)<br />
<br />
* Added 14 new rooms courtesy of community member Reath. Thanks, Reath!<br />
<br />
* New entity attribute:<br />
** pick_up_even_if_wastes_resources (bool)<br />
*** if set, this item can be picked up even if it grants health/items that the player can't benefit from because they're at max<br />
*** useful if that health/item grant is just a secondary effect and you want the primary effect to always be available<br />
** Thanks to Cinth for inspiring this change.<br />
<br />
* Now when you take a shield hit you glow blue instead of red.<br />
** Thanks to nas1m for suggesting.<br />
<br />
* Now if there's both enemies and a power generator in the room, simply defeating the enemies will open the doors but will not cause the room to be considered "won" (which is what defines the normal trap-shutdown behavior, etc).<br />
** Thanks to Enrymion and Misery for suggesting.<br />
<br />
* Viper enemy code has been improved, and modified to have better performance. Thanks, Ptarth for creating these changes!<br />
<br />
* MetalGrinder now comes with an extra sneaky attack. Thanks for creating the changes Ptarth!<br />
<br />
* New Enemy, Krill Spitter added courtesy of community member Ayrix. Thanks for creating the enemy Ayrix!<br />
<br />
* Added EffectType.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 />
** it's now used instead of InventoryChangePerSecond for those cases<br />
** Thanks to Maurog, Danjuro, zharmad, and LaGrange for inspiring this change.<br />
<br />
* The cheap item shop rooms no longer contain glass shootables, but instead now have caltrops in those places. This way you don't accidentally shoot the shopkeeper, but it's also a visual clue as to the type of shop (each type of shop has its own little object sort as a visual clue).<br />
** Thanks to Cinth for suggesting.<br />
<br />
*Risky Assassin no longer kills you when you pick it up with hull damage.<br />
*Risky Assassin now also will remember where your Max HP is so if you decide to swap it out later, you aren't stuck with 1/1 HP.<br />
** Thanks to Cinth for creating this fix!<br />
<br />
* Tweaked Bullet Drone, and overhauled Corrosive Drone to be more desirable.<br />
<br />
* Changed the misleading description of the Berserker level up perk.<br />
** Thanks to Whiskeh and Cinth for reporting.<br />
<br />
* Fixed a bug where there were very, very few bosses that could actually seed on floor 6, and some simply couldn't seed at all (being restricted to floor 7, which always has... something else), and others could only seed if you'd satisfied certain conditions. This led to no boss room on floor 6. A clever trick on part of the game, but we're nerfing that strategy.<br />
** Thanks to Samichama, zharmad, zekafonss, Cinth, and others for reporting.<br />
<br />
* Put in some extra checks in mapgen to prevent giving you floors with no boss rooms.<br />
** This won't fix old runs, since the mapgen for all the floors in that run is already done there. But future runs will benefit from this.<br />
** Thanks to Samichama, zharmad, zekafonss, Cinth, and others for reporting.<br />
<br />
* Halved the lifespan of the Shred Guardian blades so that they don't overstay their welcome.<br />
** Thanks to Discotech for the feedback!<br />
<br />
* Overhauled Tag Team drone. It now pathfinds to the player so it doesn't get stuck, and its shots don't obscure your vision as much as it used to. It's easier to use as a DPS booster now.<br />
<br />
* Added new enemy Anangu Initiate and variant Anangu Warrior. Thanks, Zharmad for creating these enemies!<br />
<br />
* Added Hard Mode system for Reaper.<br />
<br />
* Started looking through the secondary weapons systems for missing sound effects (and adding some if missing, of course). Also tweaked a few shot images, one was using excessive scaling so swapped it for a higher resolution image. (note to self: I'm up to Grapeshot in the item pickup xml)<br />
<br />
* Updated the Abmoog Shield enemy to not look like the ram, which might be confusing for the player. Thanks for creating the change, Ptarth!<br />
<br />
* Added a confirm-popup when starting a tutorial while you have an active non-tutorial run going in the same file (as it overwrites that active run).<br />
** Thanks to Kevin Tang for inspiring this change.<br />
<br />
* Now when you buy a health-cost item it increases the cost of future health-cost items during that run by 2. Stacks.<br />
<br />
* Now when zamboni-behavior enemies (like the blind lady enemies) are nudged by a one-way-arrow tile they treat it as a wall collision and so should reverse direction, etc.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Now when you gain max health via shard pickups it will give you a big central screen message to that effect (once you're out of battle, same as when you level up)<br />
** Thanks to Moonshine Fox for suggesting.<br />
<br />
* Now when you pick up health/missiles/health-shards/keycards/credits there's a little floating text near you to that effect.<br />
** XP was already being announced in a similar way near either the thing killed (if you gained the XP that way) or near you (if it's from an XP pickup or a deposit box).<br />
** Thanks to Moonshine Fox for suggesting.<br />
<br />
* Gain-health-on-kill and gain-item-on-kill modifiers no longer proc when killing enemy familiars and stuff from enemy spawners.<br />
** Thanks to Cloud51023 for reporting.<br />
<br />
* Invader Boss upgraded to version 4.0! The boss now has multiple stages, and has been improved for all difficulties. Thanks, Ptarth for creating the changes!<br />
<br />
* The in-game credits now properly thank the alpha testers, the community contributors, and note Erik as being involved in the game design.<br />
<br />
*Beast Mode: Reduced to 20% attack power. It was previously 40% attack power.<br />
<br />
*Anger Protocol: Reduced to 20% attack power. It was previously 25% attack power.<br />
<br />
*Large and in Charge: Reduced to 20% attack power. It previously was 25% attack power.<br />
<br />
*Changed flags on Harmony and Rocket Man to not show up with other power-ups in the pause menu. Probation items display their status on the primary screen and this was causing confusion.<br />
** Thanks to LaGrange for the report and Cinth for the fixes!<br />
<br />
* The obstacle lasers are now more enthusiastic about doing their job, in terms of hit detection and frequency of checking, so that even if you sprint across them you will be much more likely to take damage.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Both versions of the Mirror boss are now more dangerous and more tanky, and now have their own unique Hard Mode patterns.<br />
<br />
* Fixed a bug where gamepad/keyboard aiming of melee primary weapons didn't really work because it wasn't using the mouse version's rule of "always act like it has at least 30 range for angle computations".<br />
** Thanks to Cinth for reporting.<br />
<br />
* Improved the responsiveness of gamepad/keyboard firing to aim in the direction specified even for the first shot (which previously tended to go towards wherever you were facing before pressing the button).<br />
<br />
== Version 1.012 ==<br />
(Released February 2nd, 2016)<br />
<br />
* Got rid of the diagonal wall smoothing from the prior version. Two or three days of working on that and it's just not tenable.<br />
** Thanks to Cinth and ghoti221 for reporting.<br />
<br />
== Version 1.011 ==<br />
(Released February 2nd, 2016)<br />
<br />
* New enemies, Viper, Vicious Viper, and Deadly Viper integrated. Vicious starts seeding on floor 3. Deadly starts seeding on floor 5.<br />
** Thanks to Ptarth for creating these enemies!<br />
<br />
* Player collision with angled walls is now a lot smoother.<br />
<br />
* Starward Rogue has now been migrated to Unity 5.3.2, up from version 4.7 just a week or so ago. We are moving to Unity 5 with our next project, and thus we finally had a reason compelling enough to upgrade our unity 3D licenses. With that it thus made sense to also get Starward Rogue on the very latest and greatest.<br />
** Overall this doesn't make a whole lot of difference to the game itself, to be honest. But it may have some slightly better compatibility on linux and osx.<br />
<br />
* One new benefit of being on unity 5 is that the game now is able to lock the cursor to the window when you are playing in windowed mode or on fullscreen in multiple monitors. This unfortunately only works on linux and windows for some reason (this is the stated support level in unity 3d), and on windows it's still possible to grab the title bar and the other resize bar bits. But it's still vastly better than before.<br />
** We have it set so that it doesn't lock your cursor until it detects a keypress inside the game itself, and it disables itself if you open the menu or hit the cancel button.<br />
<br />
* The hitboxes for all the mechs are now half as large as they were before. This is more in line with most SHMUPs and Isaac and a number of other games, and allows for more precision play.<br />
<br />
* Updated the Demesne enemy substantially in order to make it both use higher-performance shot logic as well as not use so incredibly many shots. It was definitely a big drain on performance in any room it was in.<br />
<br />
* A completely new variant of Shred Guardian has been added, plus some balance fixes for the other variants.<br />
** Thanks to Ptarth for creating the new variant and providing the balance tweaks!<br />
<br />
* Added a new settings option to the extras tab:<br />
** Debug: Check XML Validity<br />
*** If this is on, then when XML files are read in it will check to see if there are any attributes that refer to nonexistent features. These generally indicate typos or other xml errors. This doubles the amount of time it takes to parse the xml, though, so it's off by default (it's still fast either way).<br />
** This solves some minor performance issues introduced in version 1.010 when this was added. However it's not related to the overall larger hitching.<br />
** A bug relating to this has also now been fixed that was wasting about 50MB of RAM, and this bug may have been the cause of the overall hitching we started seeing in 1.010.<br />
<br />
== Version 1.010 ==<br />
(Released January 30th, 2016)<br />
<br />
* The way that the completion percentage is calculated has been massively updated to now include your perfections against bosses, your wins with incredibilities, and so on.<br />
<br />
* The full 7-floor runs now unlock after 3 runs rather than 10.<br />
** We originally did it as 10 because another popular game in the genre does that. But lately we've been getting frustrated at how long it takes before players are even able to see that awesome content that comes after beating The Warden three times. For a youtuber or a twitch streamer it's really quite a time investment to even consider it.<br />
** Thanks to dfinlay for giving us the kick in the pants to actually make the shift, though. :)<br />
<br />
* Fixed a scripting mistake on Cheapskate.<br />
** Thanks to sherpajack for reporting.<br />
<br />
* Added an attribute to entity nodes: frequency_in_enemy_seeding (int, default 100)<br />
** this is actually an alias to frequency_in_item_pools, which now also impacts normal enemy seeding frequencies, but this name would make more sense in the xml for enemies<br />
<br />
* Fixed a bug where the "win run having held incredibility X since Floor 1" achievements weren't working because they were requiring you to pick the item up on Floor Zero... um, yea, sorry.<br />
** Thanks to Soupinator for reporting.<br />
<br />
* Fixed a bug where the statistics window wouldn't respond to the Cancel or OpenMenu keybinds, and thus couldn't be closed via controller.<br />
** Thanks to Reath for reporting.<br />
<br />
* Now if you somehow get stuck completely outside the room's boundary rectangle it will gradually bump you into it, to avoid it being a bricked run.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Fixed a bug where in the rare cases that floor generation just couldn't come up with something after a hundred tries, you could get a partial run generated but not the whole thing. Now in those cases it just rerolls the whole dungeon, and keeps jolly well doing so until it finishes one properly.<br />
<br />
* Fixed a bug where floorgen would sometimes allow mismatched door connections, which could leave you stuck in a wall if you went through one. Now it throws those floors back.<br />
<br />
* Now when you use a mysterious circuit you didn't know about yet it displays a message in the upper-left with the name and description of the now-known circuit.<br />
<br />
* Setting a bullet pattern loop's iterations to zero just has it never execute its body now, instead of acting like iterations="1".<br />
** Thanks to ptarth for suggesting.<br />
<br />
* Halved the frequency at which Tiny Transport seeds.<br />
* Further reduced the frequency at which Tiny Transport seeds. They should be pretty rare now. Slightly reduced the amount of drops each one can give. Credit Tiny Transport now drops 3 credits per drop in order to balance the usefulness of its drops compared to the other two varieties of ship.<br />
** Thanks to Dfindlay and Amitiel for the feedback.<br />
<br />
* Now when the game is loading xml content, it checks afterward to see if there's any data (specifically, attributes) it didn't use, and if it finds any it fusses in a short message in the upper-right message log and dumps the details to UnrequestedXMLAttributes.txt<br />
** Bear in mind that the message log doesn't show on the title screen, but does show on the file select screen.<br />
** Thanks to ptarth, zharmad, Misery, and many others for inspiring this change.<br />
<br />
* The text shown near the top for active probations has been cleaned up to not have stray zeroes and weird descriptions and so on.<br />
<br />
* Some updates have been made to the input handling to fix an issue where the custom dead zones were apparently not being properly applied to the left and right thumbsticks in all cases, particularly on linux -- but in general possibly on most cases where xinput is not being used.<br />
** Thanks to HerrGnatz and PoloBaquerizoH for reporting.<br />
<br />
* Added a new Shred Guardian courtesy of community member ptarth.<br />
<br />
* Fat Bullets is now Precision Ammo - Bullets are 25% smaller but also deal 20% more damage.<br />
<br />
* Enormous Bullets is now Contaminated Ammo - Bullets poison enemies for 50 damage over 2 seconds.<br />
<br />
== Version 1.009 ==<br />
(Released January 28th, 2016)<br />
<br />
* Expanded the new "does not block sight even though it blocks pathing" thing to a bunch more room features; the enemies may not actually be able to _hit_ you while you're hiding behind that laser emitter, but they can try. And have a much better chance than if you were actually behind a solid wall.<br />
<br />
* Added new attribute to the bullet pattern "loop" node: take_pants_off_head (bool)<br />
** This suppresses, for this loop tag, the longstanding (all the way back to TLF) bug where on iterations after the first it would often skip the first action in the loop.<br />
** For the less sarcastic content contributors, you can use an alias for this new attribute: suppress_loop_bug<br />
** This defaults to false because many of the existing loop tags would cause infinite-loop behavior if the bug were fixed for them.<br />
** Thanks to ptarth, Misery, and others for reporting.<br />
<br />
* Added stats for how many runs until you unlock 7-floor runs, and for which incredibilities you've won a run while holding.<br />
<br />
* Energized Glass Hull is now disabled (likely to be removed unless it it re-worked). <br />
** New Incredibility - Corrupting Power : Gain a high amount of max energy and you will regenerate energy over time... but at what cost? ;)<br />
<br />
* A new "metal grinder" deadly pursuer enemy has been added to the game.<br />
** Credit to community member ptarth for yet another awesome creation.<br />
<br />
* A new "Tiny Transport" enemy has been added to the game.<br />
** Tiny Transport. These are kind of like the health and potion gnomes from Golden Axe; the more hits you can get in on them before they explode, the more drops you get.<br />
<br />
* A number of OSX controller incompatibilities (and linux ones as well) should now be solved. We had not noticed that were were a preponderance of preprocessor compiler directives in the InControl code, rather than using Application.platform. Given we compile on windows, this created a problem. We've shifted everything over to be compile-computer-agnostic, so presumably those issues (they were actually missing bindings) should be fixed.<br />
** Please do let us know if this doesn't do it, though. We haven't actually had a chance to test it out in the situations that were an issue before. It's been a... trying... day.<br />
** Thanks to Sounds, Sounds of Silence, beatnikbedlam, lessster, and RuySan for reporting.<br />
<br />
== Version 1.008 ==<br />
(Released January 27th, 2016)<br />
<br />
* Kill tracking for multi-stage entities now only happens when the final stage dies, and it tracks under the first stage's name.<br />
** This avoids a problem where you got "credit" for killing a boss when you'd only killed the first stage, even if you then died before winning the fight.<br />
** Thanks to Danjuro for inspiring this change.<br />
<br />
* Fixed a bug where the difficulty of the tutorial was being set according to the last run of the test chamber (which is basically just for devs and modders), and since the tutorial is the first thing that runs when you start a new file it could result in all your new files being set to Misery difficulty without you realizing it.<br />
** This may have only impacted a certain developer who was wondering why he was suddenly so bad at this game.<br />
<br />
* The game is now way more aggressive about using different room scripts for rooms of the same general type, until it runs out of "new" ones and then it just starts over.<br />
<br />
* The energy bar in the lower-left now shows your actual current and max amount of energy.<br />
** Thanks to Ljas for suggesting.<br />
<br />
* Now any inventory item type (missiles, energy, etc) that has a maximum cannot have that maximum modified below 1. Otherwise when it hit zero it just becomes "no max" and doesn't work right.<br />
** Thanks to Nargasse for reporting.<br />
<br />
* The minimap now doesn't show icons for missiles or credits left in a room if you're at max capacity for those items.<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Fixed a bug where weapons with shots_per_salvo > 1 and placed in a system offset would not properly offset the secondary shots.<br />
** Thanks to ptarth for reporting.<br />
<br />
* There's now a short "Victory!" display after you win a run, followed by a fade to black, rather than dumping you straight to the menu when the last floor boss dies.<br />
** You are invincible during this time.<br />
** Thanks to Ljas and zharmad for inspiring this change<br />
<br />
* Keyprentice is now on level 3 instead of level 9, and it now only gives you 5 keys instead of 10.<br />
** Keymaster is now on level 8 instead of level 10, and now only gives you 20 keys instead of 50.<br />
** Thanks to zharmad for suggesting.<br />
<br />
* When we updated the game to the new version of Unity, apparently it switched our fullscreen mode into windowed borderless instead of true fullscreen mode, which performs worse. It now runs in true fullscreen mode again.<br />
** Thanks to Soupinator for reporting.<br />
** Also thanks to his workaround for v1.007: "Current workaround: use -force-opengl in the command line, since fullscreen is only broken in the Direct3D renderer, but this makes the graphics a bit fuzzy."<br />
<br />
* In an effort to make sure you actually see the various items we worked so hard to make, and to make getting loot more exciting:<br />
** Your base chance to get loot after winning a room is the same, but each time you fail the roll it goes up for next time until it succeeds.<br />
** When room-win loot would give you a consumable item (as opposed to a minor item), at various intervals it will instead give you a main-weapon, energy-weapon, or power-up item. Those intervals are randomized but controlled to ensure some rate of each.<br />
** When seeding from many of the significant item pools, the game's now fairly aggressive about not seeding the same thing more than once when there are still things that haven't been seeded. When it runs out of choices under this rule it starts over for that (group of) pools.<br />
** When you open an unlocked chest, you have a small chance of getting loot from the locked-chest pool. If this roll fails the chance goes up for next time until it succeeds.<br />
** The game is now much more aggressive at making sure it seeds all of the available reward/shop rooms before it goes back to ones it's already seeded in that run.<br />
** Thanks to Misery, Wingflier, evilution, zharmad, Matruchus, and others for inspiring these changes.<br />
<br />
* The max-health reduction from losing a condemned room or from buying an item with health are now applied after the difficulty-based health multipliers, so they don't cause greater-than-expected losses on lower difficulties.<br />
** Thanks to Jacic for reporting.<br />
<br />
* XP yield from depositing credits at a console is now multiplied by floor number, as with other XP gain.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Added a button to the test chamber screen that tries to open the Starward Rogue wiki in your browser.<br />
<br />
* Now when you have the steam overlay active, the game pauses in the same way as when the escape menu is open.<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Now when a room script is flipped on either the x axis or the y axis (but not both), any entities with passive_rotation_speed in the room act as if that value's sign were flipped.<br />
** Thanks to Tornis and Pepisolo for reporting.<br />
<br />
* The visuals for caltrops and floating debris have been updated to be a lot more visible, since some folks were having trouble seeing them.<br />
<br />
* The normal enemy health bar is now at the top where the boss health bar is (if both are shown, the non-boss one goes lower).<br />
** This also means the normal enemy health bar doesn't block other tooltip info from showing, and vice versa.<br />
** Thanks to Castruccio and zharmad for inspiring this change.<br />
<br />
* Brute now only grants a 10% bonus to attack power, not a 20% bonus. That was getting to be a bit overpowered.<br />
<br />
* The costs of items in the health sacrifice shops are now much more substantial, since the overall amounts of health players have these days is a lot higher and thus these were way too cheap to get.<br />
** Anything that cost 3 before now costs 7, things that cost 2 before now cost 5, and things that cost 1 before now cost 3.<br />
<br />
* Sideshot no longer seeds until you are two floors down.<br />
** Thanks to nas1m for reporting.<br />
<br />
* The term "reload time" has uniformly been changed to be "fire rate." Before both terms were used, which was confusing.<br />
** Thanks to Tornis for suggesting.<br />
<br />
* In recent builds, Terror Bubbles were just sitting there on Normal difficulty and down, because they had no weapons on those difficulties. Fixed!<br />
** Thanks to Cinth and Nova225 for reporting.<br />
<br />
* The impassable glass blocks that you can shoot through now no longer block line of sight.<br />
** Note: this won't help with rooms you've already entered, because the data is set up when the block is spawned.<br />
** Thanks to crazyroosterman and Misery for reporting.<br />
<br />
* Now if you've picked up an incredibility, and you pick up another, the first is dropped on the ground.<br />
** Thanks to Misery for suggesting.<br />
<br />
* The fire left by your mech when you have a hotrod system is now much larger, thus looking more interesting.<br />
<br />
* The game now uses a scaled radial dead zone of 0.25 for all analog input thumbsticks, which means that they should all "just work" now.<br />
** This is the same as they had prior to us moving to the more recent InControl asset, which was using 0.2 instead and was using an inferior algorithm.<br />
** This in particular should patch up the XBox 360 controllers that are a little worn. If any of them still have trouble, then there are now sliders inside the main Game tab of the settings window that allow you to adjust these to the needs of your particular controller.<br />
** Thanks to [ES.GR] Ziltoid Le Muet (Cpl), Sounds, lessster, Invader Xom, Rhakyr, Castruccio, beatnikbedlam, and Apathetic for reporting.<br />
<br />
== Version 1.007 ==<br />
(Released January 26th, 2016)<br />
<br />
* Fixed a bug where bouncing mines had a different damage type (Ballistic) than stationary mines (Explosive), and thus stuff that gave immunity to explosive damage didn't protect you from bouncing mines.<br />
** Thanks to waylon531 for reporting.<br />
<br />
* Now when you press E to level up, if there are any more of those big central screen messages still showing they're cleared so they don't get in the way of the level up display.<br />
** Thanks to Moonshine Fox for inspiring this change.<br />
<br />
* Made the glass pots no longer shootable by enemies.<br />
<br />
* There will no longer ever be more than one Sideshot seeded per room, thanks to a new never_seed_more_than_one_per_room flag on it.<br />
** This flag is ignored on Misery difficulty, so you can run into really brutal groups of enemies there still.<br />
** Thanks to nas1m for suggesting.<br />
<br />
* The game now properly uses aliases for some of the common center-gamepad buttons so that they all map the same way across gamepads. Aka the Menu button on the XBox One controller is the same as Start on the 360. And the View button on the XB1 is the same as the Back on the 360. That way you don't have to change your default mappings around to get those to work. Start and Select also map to those, respectively, for usage on PS3 controllers and similar.<br />
** In the past this was set up for the 360, but with the prior version we inadvertently set this up for the XB1 so that the 360 then required a remapping to a control icon that looked identical. No longer!<br />
<br />
* In windows, the game now uses XInput rather than the default wrappered unity input. This fixes a few lingering issues with the triggers on the xbox one controller in windows only (they were fine in other OSes as of last version).<br />
<br />
* The game now allows you to back out of most windows using the menu button as well as the cancel button. This has been requested for a while, actually, and isn't related to the new input interface.<br />
<br />
* Fixed up the way that the hitting escape/B/cancel to get out of the game at the main menu was not working properly in the prior version.<br />
<br />
* Fixed a number of bugs relating to the virtual gamepad cursor in the escape menu selecting the wrong thing.<br />
<br />
== Version 1.006 ==<br />
(Released January 26th, 2016)<br />
<br />
* Added new toggle to extras tab of settings window: Always Use OS Cursor<br />
** If this is on, the game never uses the gamepad "virtual cursor" even if the gamepad is in use.<br />
** Thanks to Saphirahk and nas1m for inspiring this change.<br />
<br />
* Now if the revealed minimap is so big that it overruns its borders on the escape menu, it is scaled down to at least roughly fit within it.<br />
** Thanks to Tolc for reporting.<br />
<br />
* New "Gemini siblings" enemies from community member zharmad!<br />
<br />
* Fixed a bug where shopkeeper kills were not checked for achievements because it never did the room-win logic for shops.<br />
** Thanks to Matruchus for reporting.<br />
<br />
* Fixed a bug where one of the three code-branches that checks for waking the shopkeeper was checking the thing doing the damage rather than the shopkeeper for the waking-immunity to stuff not directly fired by the player.<br />
** Thanks to Reinhark, Cinth, and Matruchus for reporting.<br />
<br />
* Fixed a null exception that could occur shortly after loading a save.<br />
** Thanks to Danjuro for reporting.<br />
<br />
* Changed the logic of using keycards to unlock all doors in the room on the other side, rather than just the door facing you.<br />
** Otherwise a shop/item-room/etc that was locked could take two keys to get "through" to the other side, and if there was literally only one available and that was between you and the boss, well...<br />
** Also changed mapgen logic so that the next-to-start item room which often spawns cannot be locked, as that can cut off other areas of the map.<br />
** Thanks to SourKiwi for reporting.<br />
<br />
* Fixed a bug where the cryofreeze and other aoe effects would try to affect invincible stuff like caltrops.<br />
** In the case of cryofreeze, this could mean a lot of unnecessary sound effects.<br />
** Thanks to dumpsterKEEPER for reporting.<br />
<br />
* Fixed a bug where the "if you destroy a health shard block in a room adjacent to an unknown secret room, reveal that secret room instead of spawning the health shard" logic was instead checking for _known_ secret rooms. Cute.<br />
** Also, now when you enter a room bordering an unknown secret room, and the room you're entering has no heath-shard blocks (that normally reveal the secret when you blow them up, if there is one to reveal), it tries to convert a normal bombable block to one of those.<br />
*** If it fails to do that, it just reveals the secret room(s).<br />
** Thanks to nas1m, Watashiwa, and many others for reporting the frustration with secret rooms not being revealed.<br />
<br />
* Now when the game is seeding pickups that go in your main gun, energy, missile, or attachment slots it will never pick what you've already got equipped at the time of the seeding.<br />
** Thanks to TheVampire100 for inspiring this change.<br />
<br />
* New enemy "Demesne" added<br />
** This is another "Fearsome" type of foe... be careful around this guy!<br />
<br />
* Fixed a potential null exception bug when starting up the game.<br />
** Thanks to mrhanman for reporting.<br />
<br />
* Backfire now always uses BOTH of it's phases instead of randomly skipping to the second one.<br />
** It also now has more HP in both phases<br />
<br />
* Now the game tracks when you pick up multiples of the same powerup (for instance, level up perks that may be picked multiple times) and displays x2, x3, etc to show that.<br />
** This won't show that for powerups picked up multiple times in older saves because it wasn't tracked.<br />
** Thanks to Kevin Feederline, FroBrodine, and waylon531 for suggesting.<br />
<br />
* Fixed an issue accidentally introduced in version 1.005 where you could only pick up perks of each type one time, which would lead to blank perk selection screens on later levels.<br />
** Thanks to Reinhark for reporting.<br />
<br />
* ItemGainChanceOnEnemyKill and ItemGainOnEnemyKill modifiers now only proc against Ship entities; so not shots or obstacles.<br />
** Thanks to nas1m for reporting.<br />
<br />
=== Keyboard / Gamepad Controls Updates ===<br />
<br />
* Updated the game engine to Unity 4.7 instead of 4.6.7.<br />
** We generally try to avoid doing engine updates unless there are benefits or bugfixes that actually impact us. Past experience has taught us that new engine bugs appear unannounced, and we prefer to avoid those when possible by staying on known-stable versions until we need to not.<br />
** That said, this new version seems to be stable, and also is required in order to support the new InControl plugin.<br />
<br />
* We have completely gutted the underlying gamepad support and rebuilt it from the ground up with the InControl asset store plugin as the underlying basis for it.<br />
** This solves the XBox One controller compatibility issues, as well as making default bindings for the playstation 4 controller and many other main controllers now automatically kick into place.<br />
<br />
* The "Fire Up" and "Fire Up (Alt)" keybinds (and their down, left, and right counterparts) now cause your energy and missile weapons to target that direction too, even if normally they would target the mouse cursor.<br />
** Thanks to dfinlay for inspiring this change.<br />
<br />
* There is a new Debug: Show Gamepad Raw Inputs option in the extras tab of the settings menu.<br />
** If this is on, then any detected raw input from your gamepads will be shown on the left side of the screen. Useful for debugging but not much else.<br />
<br />
* The confirm popup now supports gamepad left-right (on either the dpad or the analog stick) to switch between the buttons, and the execute button to simulate a click on the highlighted button.<br />
** Thanks to Cyprene for inspiring this change.<br />
<br />
* Note: these changes have caused us to need to reset all of the existing key bindings to their defaults. If you had custom mappings you will need to remap those. Apologies!<br />
<br />
== Version 1.005 ==<br />
(Released January 25th, 2016)<br />
<br />
* Now when you use the in-game delete function on a file slot, it actually replaces that file with a very small file (just containing the text "deleted") which the game treats as an empty slot.<br />
** This way, steam cloud will not "helpfully" immediately repopulate the save file.<br />
** Thanks to ProfessorPaul1290 for reporting.<br />
<br />
* Now if you get a corrupt save message you have the option (again, removed late in alpha) to keep or delete.<br />
** If you delete, it actually copies it to a backup location and overwrites the slot with a small file that the game will treat as empty but the steam cloud will not automatically copy back over.<br />
<br />
* The perk screen now continues showing the previous HUD (for stat info).<br />
** Thanks to robdon for suggesting.<br />
<br />
* The knockback_resistance stat now also applies to weapon kickback.<br />
<br />
* The RedShift mech now has full immunity to both kickback and knockback.<br />
** Thanks to Apathetic for inspiring this change.<br />
<br />
* set disappears_if_room_left to true on the antigravitate blockage shards<br />
** Thanks to Apathetic for inspiring this change.<br />
<br />
* The boss "Backfire" is now active!<br />
** This has been completely redone from the ground up from what it used to be in the alpha. Be ready to deal with it's minions!<br />
<br />
* The Warden no longer falls asleep during phase 4 of it's attack<br />
<br />
* Fixed a bug where the recently added "missiles destroy shootables without them morphing into their more-damaged states" logic was causing the pathfinding-block on shootable-A and shootable-B objects to not be cleared when they died (because it was only being cleared when the C stage died, and that was being skipped).<br />
<br />
* Fixed a bug where OnRoomSwitch effects could fire when switching from an old run to a new run.<br />
<br />
* Fixed a bug where OnRoomSwitch effects that reduced hull health on the player would not actually do any damage due to the "invincible until leaves the doorway" logic.<br />
<br />
* The Medical Emergency pickup now only does its damage when you enter a room for the first time, not every time you switch rooms.<br />
** Thanks to The Hunter for inspiring this change.<br />
<br />
* The Impatience level-up perk now won't show up on the perk menu if you are already on the last floor of the run.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* The minimap icon for major item rooms and health storage rooms now disappears if you've entered the room and there are no pickups on the floor.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Fixed a bug with QuadEE/ZMC_GlassPipes. It was possible to get a Pearl trapped inside of Glass Unbreakable blocks, which made it not shoot or be killable, making the room unexitable.<br />
<br />
* Pearls now wake on being shot.<br />
** Thanks to Apathetic, Cinth, Paladinlord10, and Watashiwa for reporting.<br />
<br />
== Version 1.004 ==<br />
(Released January 23rd, 2016)<br />
<br />
* The minimap on the escape menu now has mouseover tooltips on the individual rooms.<br />
** The tooltip also lists any items on the ground in that room, if you've been there before.<br />
<br />
* Fixed a bug where a familiar that was supposed to only be for that room would respawn if you spawned it, left before it died, and deployed another familiar.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Put in further logic to prevent shopkeepers from being aggroed (or damaged) from sleep by anything other than a player-directed shot.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Fixed a bug where chests and other animated "special objects" spawned after room completion were not having their animators set up and thus were invisible (until opened, in the chest case).<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Enemy Spawners now explode when the room is cleared.<br />
** Thanks to ptarth for inspiring this change.<br />
<br />
* The width of columns on the Statistics screen has been broadened to accommodate some of the item names being longer than they were when that screen was set up.<br />
** This also prevents the close button from overlapping the next page button.<br />
** Thanks to robdon for reporting.<br />
<br />
* Added a "Fire Main Gun" key bind, replacing the hardcoded "hold down left mouse to fire main gun" logic.<br />
** Thanks to Cyborg for suggesting.<br />
<br />
* Fixed a bug where the 5-familiar achievement was counting some familiars twice (or after they died).<br />
** Thanks to Apathetic for the report and save.<br />
<br />
* Fixed a bug where occasionally a direct-fire shot would be fired as if it were "leading" the target.<br />
** Thanks to Misery for reporting.<br />
<br />
* Fixed a bug where the logic for resetting your position after dying in the tutorial was not reopening the doors, and thus causing you to be stuck there on the threshold of the door, if you entered through one.<br />
** Thanks to Arnos for reporting.<br />
<br />
* The game is now set to internally use the en-US format, so that hopefully those using other languages on the linux platform won't have to use the workaround of launching the game with the LC_ALL=C %command% or LANG=en_US %command launch option on.<br />
** Thanks to lessster for reporting.<br />
<br />
* Now the boss intro only has the boss go halfway across the screen, and then scale up to dominate the screen before fading out.<br />
** Thanks to Omgaar for inspiring this change.<br />
<br />
* The default Steam controller recommendation should is now 'Gamepad' instead of "Gamepad with high precision camera/aiming"<br />
** Thanks to death2cupbots for reporting.<br />
<br />
== Version 1.003 ==<br />
(Released January 22nd, 2016)<br />
<br />
* Fixed a rather serious bug in the last version that was causing the player to not be able to move upon entering rooms. Err... yeah, not sure how that slipped past us. Real sorry about that. We are very tired and clearly should not be making major changes right now. Thanks for understanding!<br />
** Thanks to Isaac, Cyprene, waylon531, Apathetic, and tupelocase for reporting.<br />
<br />
* The banshee now is more aggressive with its counterattacks again. Not so much as pre-1.0, but still a lot more than in 1.0.<br />
<br />
== Version 1.002 ==<br />
(Released January 22nd, 2016)<br />
<br />
* Fixed a bug where you could fire your weapons during just-entered-room invincibility.<br />
** Thanks to Moonshine Fox and others for reporting.<br />
<br />
* The text list of powerups at the bottom right of the escape menu is now a row/grid of icons with mouseovers for the names/descriptions.<br />
** Thanks to Apathetic and donblas for inspiring this change.<br />
<br />
* A new music track has been composed for the game! FTB 629<br />
<br />
== Version 1.001 ==<br />
(Released January 22nd, 2016)<br />
* The game will no longer seed secret rooms "from" shop, item, miniboss, secret, starting, or condemned rooms to avoid doors that look like they go to nowhere, or cannot be revealed.<br />
<br />
* Fixed a longstanding bug where secret rooms were requiring a 2x2 free space on the grid instead of 1x1.<br />
<br />
* Extended the destroy-enemy-shots-on-room-clear logic to continue clearing enemy shots from the room afterward instead of just once, as there are a few things that can continue to emit shots.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Updated the changelog to point to this new page.<br />
<br />
* Fixed up a mouse input issue that was a recent consequence of a perhaps-foolish major fix to some really unusual gamepads last night, which then broke mouse support for some folks with trackpads. The new system should work for everyone, as it is more unified and gets rid of some of the legacy input code that has been weighing down the button clicking for some time now.<br />
** Basically unity has an "input" way of handling clicks and such, and a "gui" way of doing it. We used to do a hybrid of both. Now it's all the "input" type, which is better for a lot of reasons.<br />
** Thanks to nas1m for reporting.<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Early Alpha Release Notes]]<br />
<br />
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<br />
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<br />
[[Starward_Rogue:Main|Starward Rogue Main Page]]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.0_Release_Notes&diff=28159Starward Rogue:Post-1.0 Release Notes2016-05-01T16:00:45Z<p>Zogheen: </p>
<hr />
<div>== Version 1.019 ==<br />
(This isn't done yet, we're still working on it.)<br />
<br />
* New Hotrod SFX, and a added particle effect.<br />
<br />
* Upped Miniboss HP, 10% across the board.<br />
<br />
* Miniboss Tri has been significantly improved, including Hard, and Misery mode versions.<br />
<br />
* Fixed the Nanite Leeches not appearing in the GUI, once picked up.<br />
** Thanks to logorouge for reporting!<br />
<br />
* More new SFX for Crystal Mother, Spiders, Amberbarrage, Crossclaw, and RearBurstTurret. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Changed the Redshift Mech starting secondary to the Precision Railgun.<br />
<br />
* Updated the Reaper's Misery mode version.<br />
<br />
== Version 1.018 ==<br />
(Released March 28th, 2016)<br />
<br />
* Fixed a bug where homing weapons (especially ones with a homing delay) could wind up homing on the invisible bouncing mine emitters.<br />
** Thanks to Pepisolo for reporting.<br />
<br />
* Fixed a few problems with the FamiliarFollower logic that was making it rubber-band back and forth between the player and the enemy, etc.<br />
** Thanks to Pepisolo and ptarth for reporting.<br />
<br />
* Fixed a bug where a system with homing and a bullet pattern would allow the homing to work on the initial firing (it was correctly not trying to home after that; bullet patterns override homing until the pattern expires).<br />
** Thanks to Pepisolo for reporting.<br />
<br />
* Tweaked the following consumables: One Way Barricade (shot change), Tactical EMP (tweaks), Ricochet Circuit(now last for a whole floor), Stim Pack(now last for a room), Overheating System(tweaks and now last for a room), Overloading Circuit (duration increased to 30 seconds), Energy Boost Circuit (now plus 20 energy), Siphoning Circuit (new you lose 20 energy), Supernova (larger AOE on explosion, needs more work, though), Ludicrous Speed Circuit(made the speed increase more ludicrous), Carnage (upped duration to 15 seconds), AllTheRockets(increased duration to 30 seconds), ShieldsDown (increased duration to 30 seconds),Code Annihilate(slight damage increase),Code_Overdrive(increased duration to 15 seconds),Code_Defend (now last for a room), SignalTriangulator(This now reveals the boss room rather than teleporting you straight there), Beaming Probe and Incinerator Probe (tweaked to be more useful), OrbitingBattleStation (now fires multiple shots), all consumable sentries now block shots but they have limited health.<br />
<br />
* New consumable item Wormhole Journey added.<br />
<br />
* New consumable item Anomaly Detector added.<br />
<br />
* Changed Autocannon Minibot to a use the FamiliarFollower (pathfinding) behavior.<br />
<br />
* New BullRush,BullDog, and Battleswarm SFX. New Spine Ballista SFX. Fixed Pressure Shotgun audio typo. Thanks to Goldenwolf for helping me with this!<br />
<br />
== Version 1.017 ==<br />
(Released March 17th, 2016)<br />
<br />
* PathfindingAttacker enemies now update their paths more frequently.<br />
** Thanks to Pepisolo and ptarth for suggesting.<br />
<br />
* Tweaked the Riot Suppressor for performance and balance. Shots no longer pierce walls. Slight damage decrease.<br />
<br />
* Improved the Hunter Killer weapon.<br />
<br />
* Overhauled the SerratedSpineLauncher. It now causes toxic bleeding.<br />
<br />
* Overhauled Purifying Nova. It's a lot more visually satisfying now, and also clears enemy shots.<br />
<br />
* More SFX work. New Fencing Needle and Caliburn SFX. Added new Paragon, Reaper, Bastille, Arcoris, Hunter and Tri SFX. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Fixed a bug where not setting modifiers_applied_to_nearby_entities_max_simultaneous_affected (thus leaving it at the default of zero) would cause NearbyEnemies modifiers to never be applied to anything. Now the default functions as "no limit".<br />
** Thanks to ptarth for reporting.<br />
<br />
* Added to system:<br />
**deflected_shots_inherit_speed (bool)<br />
***only meaningful if deflects_shots is true, makes affected shots go the same speed as the shot deflecting them<br />
**deflected_shots_inherit_angle (bool)<br />
***only meaningful if deflects_shots is true, changes the angle of affected shots to match the shot deflecting them<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* Preliminary Hard and Misery mode Hunters added, although more work is needed. More Hunter tweaks.<br />
<br />
* Fixed some missing SFX caused by typos.<br />
<br />
* Glass walls and disrupted regenerating walls no longer cause shot-spawn to be offset from them, since the shots can pass through them anyway.<br />
** Thanks to samnainocard and Pepisolo for reporting.<br />
<br />
* On system, added:<br />
**shot_homing_delay (float)<br />
***if set, the shot won't start homing until this many seconds after spawning<br />
***only meaningful when combined with shot_homing_range<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* Fixed a bug where cue_time > 0 would prevent shots_per_salvo > 1 from having any impact (it would just fire one shot).<br />
** Thanks to ptarth for reporting.<br />
<br />
* Kickback now happens after cue-time is complete, and after all shots in the salvo have been fired.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Adjusted the upper-left "Main Menu" label on the "after loading a file slot" screen to match the position of the "File Select" label on the previous screen.<br />
** Thanks to kingisaaclinksr for reporting.<br />
<br />
* Removed support for "periodic movement modes" because, though spec'd out and implemented in some detail during development, they were never actually used in the released game and are generally very buggy. Whatever we might want to do using these could instead probably work via movement controlling bullet patterns, etc.<br />
<br />
* Now that folks have had a chance to get used to the weird test-chamber button order of "[Cancel] [OK] [BLANK] [Wiki]", we're switching it to the more reasonable but now strange "[Wiki] [Blank] [Cancel] [Okay]".<br />
** Thanks to ptarth for suggesting.<br />
<br />
* New main weapon Smart Gun added.<br />
<br />
* Two new varieties of Bulldog and Bullrush added.<br />
<br />
* Added Banshee performance improving flag.<br />
<br />
* Changed any "ammo" references when referring to energy weapons to "energy".<br />
<br />
* Weight Optimization reworked to modify enemy movement speeds.<br />
** Thanks to Discotech and logorouge for reporting.<br />
<br />
* Added two more Arcoris variations.<br />
<br />
* Tweaked some of the guns. Fixed a missing Cluster Launcher mech gun image.<br />
** Thanks to Goldenwolf for the feedback!<br />
<br />
* Improved the Nanite Leeches to have more presence. It now fires 8 homing leeches.<br />
<br />
== Version 1.016 ==<br />
(Released March 8th, 2016)<br />
<br />
* More SFX work. New Incinerator, Twin Machineguns, Precision Railgun, Splitfire Cannon, Venomous Stinger, Riot Suppressor, NarcoStinger, BoomerangNeedler,TorpedoCannon, Deleter,HolyFire, HunterKiller, GravityCannon, Corona and Detonating Rose explosion SFX. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Improved handling of ricochets to avoid cases where shots just disappear on hitting a wall.<br />
** Thanks to ptarth for extensive testing and feedback on this.<br />
<br />
* Turned the Hornet Nest SFX volume down a bit. Also did the same for the Guardian Gun, Fragment Cannon, Cluster Launcher, Phaser and the Translocator.<br />
** Thanks to Krysle Quinsen, Econael, and Crolley for the feedback!<br />
<br />
* Fixed a bug where your familiars could auto-target bouncing mine emitters, which are invisible and can't be hit anyway.<br />
** Thanks to Pepisolo and Solar Marine for reporting.<br />
<br />
* Fixed a bug where familiar-based weapons couldn't harm wake-on-shot enemies (like facerippers) at all, even after the enemy was awake.<br />
** Thanks to crazyroosterman, Cinth, and Pepisolo for reporting.<br />
<br />
* Increased Guardian Blaster width. Tweaked Raincannon colour. Tweaked Suppressor shot size and colour. Improved the Grapeshot. Now fires a burst of shots. It's now a limited ammo, but high power weapon. Tweaked Precision Railgun. Improved the Splitfire Cannon. Also improved Narcotics Stinger.<br />
<br />
* Overhauled Venomous Stinger. It now infects enemies, and infected enemies explode into a pool of venomous sludge upon death.<br />
<br />
* Made it very unlikely to slide through a one-way tile next to a wall by running into the wall.<br />
** Thanks to Pepisolo and ptarth for reporting.<br />
<br />
* Put in some code to hopefully prevent some issues with loading sounds in some cases.<br />
** Thanks to Econael, Amitiel, and samnainocard for reporting.<br />
<br />
* Some mapgen-related error messages are now silent log entries because there's already recovery mechanisms in place to make sure the player gets a fully formed dungeon.<br />
** Thanks to TuxedoBra for reporting.<br />
<br />
* Changed various items from "add/subtract missiles/energy/whatever at a massive rate for a very short period of time" behavior to simply adding/subtracting a large amount, so that the effect would show up immediately even when you're playing RedShift and time isn't normally passing.<br />
** Notably, the missile refill effect from Arms Race.<br />
** Thanks to Solar Marine, Cinth, ventifer, and ptarth for reporting.<br />
<br />
*Added new attribute to xml schema for bullet node: initial_angle_is_absolute (bool)<br />
**makes the initial angle of the bullet not be relative either to the angle from the firing entity to the target entity or to the rotation of the firing entity<br />
**Thanks to ptarth for suggesting.<br />
<br />
* Redid Reaper Hard mode, Misery mode version also added, but this may need something a bit extra.<br />
<br />
* Fixed a bug where EntityModifierType.DoubleItemGainChance (used by "Major Coinage" and "Wishing For More Wishes") was working for all item types, not just the one specified.<br />
** Thanks to Solar Marine and ptarth for reporting.<br />
<br />
* Added new FamiliarType: PtarthianOrbit<br />
** Behaves like SimpleCircleOrbit, but doesn't try to automatically space out the familiars in a ring. 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 />
** Thanks to ptarth for inspiring this change.<br />
<br />
* Added new sub-node type for entity nodes: familiar<br />
** Basically this is like adding something to the end of the "familiars" list that's already there, but allows you to set some additional info.<br />
** Attributes:<br />
***type (entity)<br />
****the actual familiar type, same as if you'd put it in the "familiars" list<br />
***minimum_difficulty (DifficultyType), maximum_difficulty (DifficultyType)<br />
****the lowest and highest difficulty where this entry will be considered (default: always consider)<br />
***chance_out_of_100 (int)<br />
****if this is set, and set to a value less than 100, each time it considers spawning this familiar it only has this % chance of actually doing so<br />
***radius (int)<br />
****only meaningful with PtarthianOrbit, sets the radius of the circular orbit<br />
***starting_angle (float)<br />
****only meaningful with PtarthianOrbit, sets the starting position on the circular orbit, in terms of degrees around the circle<br />
***rotation_reversed (bool)<br />
****only meaningful with PtarthianOrbit (works for SimpleCircleOrbit, but is weird there), if set this makes the familiar rotate in the other direction than it would normally<br />
***override_degrees_per_second (float)<br />
****only meaningful with PtarthianOrbit (works for SimpleCircleOrbit, but is weird there), if set this overrides the speed of the orbit (which is normally based on the familiar's speed); you can use negative values instead of the rotation_reversed flag if desired<br />
***suppress_line_of_sight_check (bool)<br />
****only meaningful with PtarthianOrbit, SimpleCircleOrbit, and NormalOrbit, if set this causes the familiar to skip the normal "don't fly through walls" logic<br />
*****if you know the familiar will always be in an open space where it doesn't need to check this, or if you want it to fly through walls, this flag helps lower the CPU cost of the familiar because it's not having to do LOS checks every frame<br />
<br />
* Made the Repulsive Hornet Mine available for seeding in the game, as it was the only starting Mech secondary not to be available. Regular Hornet Mine no longer seeds as Repulsive Hornet Mine is just a much better version.<br />
<br />
* Now when you use a teleporter, instead of doing a full refresh on your familiars it just relocates the normal-ship-behavior familiars to you (the other types always orbit you anyway).<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* New shot graphic for Flamethrower type systems.<br />
<br />
== Version 1.015 ==<br />
(Released February 25th, 2016)<br />
<br />
* New Enemy Aegis added. 4 variations<br />
** Thanks to community member Hearteater for creating these!<br />
<br />
* Correct icon added for the Masochism consumable.<br />
** Thanks to ScrObot for reporting!<br />
<br />
*Orbital familiar hijinks have been sorted out. They'll fight fairly for now.<br />
** Thanks to everyone who reported for reporting!<br />
<br />
* Entities with ship_category="RandomFloatingChunksOfStuff" (i.e. antigravitate blockade shards) can no longer proc health-on-kill or item-on-kill modifiers.<br />
** Thanks to Ayrix and dfinlay for reporting.<br />
<br />
* Fixed a bug where the "kill final boss with all mechs" achievement (and similar one for super-final boss) considered the tutorial mech as in that group.<br />
** Thanks to pmkenny1234 for reporting.<br />
<br />
* Fixed a bug where progress on the "kill final boss with all mechs" achievement (and similar one for super-final boss) was not being tracked properly.<br />
** Note: if you've gotten a kill-final/superfinal-boss-with-specific-mech achievement, and you load an old save, it will update the progress tracking for these kill-with-all achievements.<br />
** Thanks to pmkenny1234 for reporting.<br />
<br />
* Starting work on the SFX overhaul (which will take a long time to complete, bit by bit). New Banshee, Anangu, Energy Shield Module, TurboBlaster, Translocator, Railgun, PhaserGun,SplinterCannon,HornetNest,GrenadeLauncher,ClusterLauncher,PoisonedKnife,GuardianGun SFX added. Thanks to Goldenwolf for helping me with this!<br />
<br />
* 14 more new rooms added.<br />
** Thanks to community member Reath for creating these!<br />
<br />
* A few of the weedier enemies in CMP_EnemyShips have been set to not seed later in the game. Facerippers, for example, seem too weak to be seeding on later floors.<br />
<br />
* Set the few reticule based items to not seed until they are overhauled as they don't work very well on joypad.<br />
<br />
* Lots of tweaks to the main gun upgrades. More main gun upgrade tweaks.<br />
<br />
* Overhauled the Disruptor energy weapon, including new SFX. It is now a shorter range spread shot that disrupts enemy movement and fire rate. The longer you hold the burst, the stronger the disruption.<br />
<br />
* Viper Difficulty Reduction<br />
** Slowed Homing Shots<br />
** Decreased Homing Shot Homing Range<br />
** Changed color patterns so that Red, BurningRed, and Purple are only on homing shots.Red Snakes = Bad Snakes!<br />
** Added Egg shot to produce the Snake Shots (previously was invisible)<br />
** Added do_not_do_rest_of_logic_on_early_death to egg shot. Kill the egg, and the baby snake dies.<br />
<br />
== Version 1.014 ==<br />
(Released February 19th, 2016)<br />
<br />
* Flame tank mech has had it's main weapon rebalanced a bit<br />
<br />
* Blade Module is now found only in the secret room, instead of the sacrifice room<br />
<br />
* Tactical Nuke now does 650 damage and a guaranteed crit<br />
<br />
* Basic Drone now costs 90 credits instead of 20<br />
<br />
* STG-4377 damage has been lowered, and it's spread has been widened, and it no longer has infinite range<br />
<br />
* Big Leaky Battery's energy drain effect is now slightly faster<br />
<br />
* MajorCoinage now has a 40% chance of activating instead of 100%<br />
<br />
* Charger's attack range has been reduced<br />
<br />
* Labyrinth's chaser shot no longer dies on contact with the player<br />
<br />
* Missiles now explode on the very first shot they hit (they should be better at deflection now)<br />
<br />
* Combat Shield's energy cost slightly reduced<br />
<br />
* Multiple exploits have been negated in the fight with Terminus<br />
** The teleporters in the room are now one-way, and you cannot wake the boss with bullets from that location, or even damage it from there; you must step out of the teleporter to wake it<br />
** In addition, Terminus is now completely invincible as long as either of it's two guardians are in the room. If you try to skip them by running through them to the teleporters, you'll permanently trap yourself in an unwinnable state. No cheating, now...<br />
<br />
* Glassbreaker's sacrifice cost reduced by 1<br />
<br />
* Incineration module damage increased to 100<br />
** It also has a damage cap though, which is also 100<br />
<br />
* Consumable "Code: Overdrive" has had it's effective duration doubled<br />
<br />
* Battalion enemy now does not spawn until floor 6<br />
<br />
* The Corrosive Drone shots were intercepting other shots making it super OP. Fixed this so that they no longer intercept other shots.<br />
** Thanks for Pardinuz for reporting!<br />
<br />
* Escape now closes the Credits window.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Now switching between a secret room and a room with door-closing enemies does not restore your shields.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
* Magnetic shot drift no longer happens in shop rooms, to avoid accidents with the shopkeeper.<br />
** Thanks to ventifer for reporting.<br />
<br />
* Three varieties of new enemy Blademorph added. Thanks to community member Zharmad for creating these!<br />
<br />
* Updated the repulsive hornet mine to a more high res shot image. Also did the same for the grenade launcher and gravity cannon shot. Added variant colour flea guard shots.<br />
<br />
* Tweaked phase 1 Invader health and revenge spawner fire rate.<br />
<br />
* Deadly Viper enemy recategorized as a Fearsome_7x7<br />
<br />
* Shred Guardians recategorized as Wanderer_3x3<br />
<br />
* Reactive Blast Module is now the Reactive Shock Module<br />
** Instead of creating an explosion, it now creates a short range shockwave to clear bullets around the player<br />
** It now also can appear in the Defensive Shop, with a credit cost of 65<br />
<br />
* Added two more varieties of Krill Spitter<br />
<br />
* Labyrinth's chaser shot can no longer be cancelled<br />
<br />
* Enemy orbital familiars no longer render before you fully enter the room, since their orbiting offsets aren't set up until after you enter and that led to them rendering in weird places.<br />
** Thanks to dfinlay, Misery, ptarth, and dumpsterKEEPER for reporting.<br />
<br />
* Fixed some annoying cosmetic things with Reaper. Fixed it so that the Hunter nets bounce off walls more reliably.<br />
<br />
* Overhauled the Narcotics Drone to be more desirable. It now attacks of its own accord and its debuffs occur more frequently.<br />
<br />
* Tweaked Narcotics Drone description. Reduced the Corrosive Drone Size.<br />
<br />
* Added a description to the Masochism probation.<br />
** Thanks to ScrObot for reporting and Cinth for coming up with the description.<br />
<br />
* Fixed the Keyprentice and Keymaster perks.<br />
** Fix provided by Cinth! Thanks!<br />
<br />
* Added new drone Kamikaze Minibot. Available from all good retailers. -- Note, Kamikaze Drone had to be pulled due to a bug. If you still want to try it out, remove is_not_ready_to_seed="true" from the Kamikaze Minibot xml in Dayton_PowerUps.xml. It currently has issues going through teleporters. Sorry!<br />
<br />
* Corrupting Power Incredibility no long kills players on pick-up.<br />
** Also fixed the issue with Corrupting Power not dropping if you picked up another incredibility.<br />
** Thanks to dfinlay for the report.<br />
<br />
* Changed the room BGS_KickingTheHive so that there is less backtracking needed.<br />
** Thanks to Reath for reporting!<br />
<br />
* Reduced the Drone size across the board a little.<br />
<br />
* New Drone Autocannon Minibot added.<br />
<br />
* Fixed the issue with the Sacrifice shops. No more unexpected deaths from this source!<br />
<br />
* Fixed the broken Energy Shield module. A little more work is needed before it's completely polished, though.<br />
<br />
== Version 1.013 ==<br />
(Released February 10th, 2016)<br />
<br />
* Added 14 new rooms courtesy of community member Reath. Thanks, Reath!<br />
<br />
* New entity attribute:<br />
** pick_up_even_if_wastes_resources (bool)<br />
*** if set, this item can be picked up even if it grants health/items that the player can't benefit from because they're at max<br />
*** useful if that health/item grant is just a secondary effect and you want the primary effect to always be available<br />
** Thanks to Cinth for inspiring this change.<br />
<br />
* Now when you take a shield hit you glow blue instead of red.<br />
** Thanks to nas1m for suggesting.<br />
<br />
* Now if there's both enemies and a power generator in the room, simply defeating the enemies will open the doors but will not cause the room to be considered "won" (which is what defines the normal trap-shutdown behavior, etc).<br />
** Thanks to Enrymion and Misery for suggesting.<br />
<br />
* Viper enemy code has been improved, and modified to have better performance. Thanks, Ptarth for creating these changes!<br />
<br />
* MetalGrinder now comes with an extra sneaky attack. Thanks for creating the changes Ptarth!<br />
<br />
* New Enemy, Krill Spitter added courtesy of community member Ayrix. Thanks for creating the enemy Ayrix!<br />
<br />
* Added EffectType.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 />
** it's now used instead of InventoryChangePerSecond for those cases<br />
** Thanks to Maurog, Danjuro, zharmad, and LaGrange for inspiring this change.<br />
<br />
* The cheap item shop rooms no longer contain glass shootables, but instead now have caltrops in those places. This way you don't accidentally shoot the shopkeeper, but it's also a visual clue as to the type of shop (each type of shop has its own little object sort as a visual clue).<br />
** Thanks to Cinth for suggesting.<br />
<br />
*Risky Assassin no longer kills you when you pick it up with hull damage.<br />
*Risky Assassin now also will remember where your Max HP is so if you decide to swap it out later, you aren't stuck with 1/1 HP.<br />
** Thanks to Cinth for creating this fix!<br />
<br />
* Tweaked Bullet Drone, and overhauled Corrosive Drone to be more desirable.<br />
<br />
* Changed the misleading description of the Berserker level up perk.<br />
** Thanks to Whiskeh and Cinth for reporting.<br />
<br />
* Fixed a bug where there were very, very few bosses that could actually seed on floor 6, and some simply couldn't seed at all (being restricted to floor 7, which always has... something else), and others could only seed if you'd satisfied certain conditions. This led to no boss room on floor 6. A clever trick on part of the game, but we're nerfing that strategy.<br />
** Thanks to Samichama, zharmad, zekafonss, Cinth, and others for reporting.<br />
<br />
* Put in some extra checks in mapgen to prevent giving you floors with no boss rooms.<br />
** This won't fix old runs, since the mapgen for all the floors in that run is already done there. But future runs will benefit from this.<br />
** Thanks to Samichama, zharmad, zekafonss, Cinth, and others for reporting.<br />
<br />
* Halved the lifespan of the Shred Guardian blades so that they don't overstay their welcome.<br />
** Thanks to Discotech for the feedback!<br />
<br />
* Overhauled Tag Team drone. It now pathfinds to the player so it doesn't get stuck, and its shots don't obscure your vision as much as it used to. It's easier to use as a DPS booster now.<br />
<br />
* Added new enemy Anangu Initiate and variant Anangu Warrior. Thanks, Zharmad for creating these enemies!<br />
<br />
* Added Hard Mode system for Reaper.<br />
<br />
* Started looking through the secondary weapons systems for missing sound effects (and adding some if missing, of course). Also tweaked a few shot images, one was using excessive scaling so swapped it for a higher resolution image. (note to self: I'm up to Grapeshot in the item pickup xml)<br />
<br />
* Updated the Abmoog Shield enemy to not look like the ram, which might be confusing for the player. Thanks for creating the change, Ptarth!<br />
<br />
* Added a confirm-popup when starting a tutorial while you have an active non-tutorial run going in the same file (as it overwrites that active run).<br />
** Thanks to Kevin Tang for inspiring this change.<br />
<br />
* Now when you buy a health-cost item it increases the cost of future health-cost items during that run by 2. Stacks.<br />
<br />
* Now when zamboni-behavior enemies (like the blind lady enemies) are nudged by a one-way-arrow tile they treat it as a wall collision and so should reverse direction, etc.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Now when you gain max health via shard pickups it will give you a big central screen message to that effect (once you're out of battle, same as when you level up)<br />
** Thanks to Moonshine Fox for suggesting.<br />
<br />
* Now when you pick up health/missiles/health-shards/keycards/credits there's a little floating text near you to that effect.<br />
** XP was already being announced in a similar way near either the thing killed (if you gained the XP that way) or near you (if it's from an XP pickup or a deposit box).<br />
** Thanks to Moonshine Fox for suggesting.<br />
<br />
* Gain-health-on-kill and gain-item-on-kill modifiers no longer proc when killing enemy familiars and stuff from enemy spawners.<br />
** Thanks to Cloud51023 for reporting.<br />
<br />
* Invader Boss upgraded to version 4.0! The boss now has multiple stages, and has been improved for all difficulties. Thanks, Ptarth for creating the changes!<br />
<br />
* The in-game credits now properly thank the alpha testers, the community contributors, and note Erik as being involved in the game design.<br />
<br />
*Beast Mode: Reduced to 20% attack power. It was previously 40% attack power.<br />
<br />
*Anger Protocol: Reduced to 20% attack power. It was previously 25% attack power.<br />
<br />
*Large and in Charge: Reduced to 20% attack power. It previously was 25% attack power.<br />
<br />
*Changed flags on Harmony and Rocket Man to not show up with other power-ups in the pause menu. Probation items display their status on the primary screen and this was causing confusion.<br />
** Thanks to LaGrange for the report and Cinth for the fixes!<br />
<br />
* The obstacle lasers are now more enthusiastic about doing their job, in terms of hit detection and frequency of checking, so that even if you sprint across them you will be much more likely to take damage.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Both versions of the Mirror boss are now more dangerous and more tanky, and now have their own unique Hard Mode patterns.<br />
<br />
* Fixed a bug where gamepad/keyboard aiming of melee primary weapons didn't really work because it wasn't using the mouse version's rule of "always act like it has at least 30 range for angle computations".<br />
** Thanks to Cinth for reporting.<br />
<br />
* Improved the responsiveness of gamepad/keyboard firing to aim in the direction specified even for the first shot (which previously tended to go towards wherever you were facing before pressing the button).<br />
<br />
== Version 1.012 ==<br />
(Released February 2nd, 2016)<br />
<br />
* Got rid of the diagonal wall smoothing from the prior version. Two or three days of working on that and it's just not tenable.<br />
** Thanks to Cinth and ghoti221 for reporting.<br />
<br />
== Version 1.011 ==<br />
(Released February 2nd, 2016)<br />
<br />
* New enemies, Viper, Vicious Viper, and Deadly Viper integrated. Vicious starts seeding on floor 3. Deadly starts seeding on floor 5.<br />
** Thanks to Ptarth for creating these enemies!<br />
<br />
* Player collision with angled walls is now a lot smoother.<br />
<br />
* Starward Rogue has now been migrated to Unity 5.3.2, up from version 4.7 just a week or so ago. We are moving to Unity 5 with our next project, and thus we finally had a reason compelling enough to upgrade our unity 3D licenses. With that it thus made sense to also get Starward Rogue on the very latest and greatest.<br />
** Overall this doesn't make a whole lot of difference to the game itself, to be honest. But it may have some slightly better compatibility on linux and osx.<br />
<br />
* One new benefit of being on unity 5 is that the game now is able to lock the cursor to the window when you are playing in windowed mode or on fullscreen in multiple monitors. This unfortunately only works on linux and windows for some reason (this is the stated support level in unity 3d), and on windows it's still possible to grab the title bar and the other resize bar bits. But it's still vastly better than before.<br />
** We have it set so that it doesn't lock your cursor until it detects a keypress inside the game itself, and it disables itself if you open the menu or hit the cancel button.<br />
<br />
* The hitboxes for all the mechs are now half as large as they were before. This is more in line with most SHMUPs and Isaac and a number of other games, and allows for more precision play.<br />
<br />
* Updated the Demesne enemy substantially in order to make it both use higher-performance shot logic as well as not use so incredibly many shots. It was definitely a big drain on performance in any room it was in.<br />
<br />
* A completely new variant of Shred Guardian has been added, plus some balance fixes for the other variants.<br />
** Thanks to Ptarth for creating the new variant and providing the balance tweaks!<br />
<br />
* Added a new settings option to the extras tab:<br />
** Debug: Check XML Validity<br />
*** If this is on, then when XML files are read in it will check to see if there are any attributes that refer to nonexistent features. These generally indicate typos or other xml errors. This doubles the amount of time it takes to parse the xml, though, so it's off by default (it's still fast either way).<br />
** This solves some minor performance issues introduced in version 1.010 when this was added. However it's not related to the overall larger hitching.<br />
** A bug relating to this has also now been fixed that was wasting about 50MB of RAM, and this bug may have been the cause of the overall hitching we started seeing in 1.010.<br />
<br />
== Version 1.010 ==<br />
(Released January 30th, 2016)<br />
<br />
* The way that the completion percentage is calculated has been massively updated to now include your perfections against bosses, your wins with incredibilities, and so on.<br />
<br />
* The full 7-floor runs now unlock after 3 runs rather than 10.<br />
** We originally did it as 10 because another popular game in the genre does that. But lately we've been getting frustrated at how long it takes before players are even able to see that awesome content that comes after beating The Warden three times. For a youtuber or a twitch streamer it's really quite a time investment to even consider it.<br />
** Thanks to dfinlay for giving us the kick in the pants to actually make the shift, though. :)<br />
<br />
* Fixed a scripting mistake on Cheapskate.<br />
** Thanks to sherpajack for reporting.<br />
<br />
* Added an attribute to entity nodes: frequency_in_enemy_seeding (int, default 100)<br />
** this is actually an alias to frequency_in_item_pools, which now also impacts normal enemy seeding frequencies, but this name would make more sense in the xml for enemies<br />
<br />
* Fixed a bug where the "win run having held incredibility X since Floor 1" achievements weren't working because they were requiring you to pick the item up on Floor Zero... um, yea, sorry.<br />
** Thanks to Soupinator for reporting.<br />
<br />
* Fixed a bug where the statistics window wouldn't respond to the Cancel or OpenMenu keybinds, and thus couldn't be closed via controller.<br />
** Thanks to Reath for reporting.<br />
<br />
* Now if you somehow get stuck completely outside the room's boundary rectangle it will gradually bump you into it, to avoid it being a bricked run.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Fixed a bug where in the rare cases that floor generation just couldn't come up with something after a hundred tries, you could get a partial run generated but not the whole thing. Now in those cases it just rerolls the whole dungeon, and keeps jolly well doing so until it finishes one properly.<br />
<br />
* Fixed a bug where floorgen would sometimes allow mismatched door connections, which could leave you stuck in a wall if you went through one. Now it throws those floors back.<br />
<br />
* Now when you use a mysterious circuit you didn't know about yet it displays a message in the upper-left with the name and description of the now-known circuit.<br />
<br />
* Setting a bullet pattern loop's iterations to zero just has it never execute its body now, instead of acting like iterations="1".<br />
** Thanks to ptarth for suggesting.<br />
<br />
* Halved the frequency at which Tiny Transport seeds.<br />
* Further reduced the frequency at which Tiny Transport seeds. They should be pretty rare now. Slightly reduced the amount of drops each one can give. Credit Tiny Transport now drops 3 credits per drop in order to balance the usefulness of its drops compared to the other two varieties of ship.<br />
** Thanks to Dfindlay and Amitiel for the feedback.<br />
<br />
* Now when the game is loading xml content, it checks afterward to see if there's any data (specifically, attributes) it didn't use, and if it finds any it fusses in a short message in the upper-right message log and dumps the details to UnrequestedXMLAttributes.txt<br />
** Bear in mind that the message log doesn't show on the title screen, but does show on the file select screen.<br />
** Thanks to ptarth, zharmad, Misery, and many others for inspiring this change.<br />
<br />
* The text shown near the top for active probations has been cleaned up to not have stray zeroes and weird descriptions and so on.<br />
<br />
* Some updates have been made to the input handling to fix an issue where the custom dead zones were apparently not being properly applied to the left and right thumbsticks in all cases, particularly on linux -- but in general possibly on most cases where xinput is not being used.<br />
** Thanks to HerrGnatz and PoloBaquerizoH for reporting.<br />
<br />
* Added a new Shred Guardian courtesy of community member ptarth.<br />
<br />
* Fat Bullets is now Precision Ammo - Bullets are 25% smaller but also deal 20% more damage.<br />
<br />
* Enormous Bullets is now Contaminated Ammo - Bullets poison enemies for 50 damage over 2 seconds.<br />
<br />
== Version 1.009 ==<br />
(Released January 28th, 2016)<br />
<br />
* Expanded the new "does not block sight even though it blocks pathing" thing to a bunch more room features; the enemies may not actually be able to _hit_ you while you're hiding behind that laser emitter, but they can try. And have a much better chance than if you were actually behind a solid wall.<br />
<br />
* Added new attribute to the bullet pattern "loop" node: take_pants_off_head (bool)<br />
** This suppresses, for this loop tag, the longstanding (all the way back to TLF) bug where on iterations after the first it would often skip the first action in the loop.<br />
** For the less sarcastic content contributors, you can use an alias for this new attribute: suppress_loop_bug<br />
** This defaults to false because many of the existing loop tags would cause infinite-loop behavior if the bug were fixed for them.<br />
** Thanks to ptarth, Misery, and others for reporting.<br />
<br />
* Added stats for how many runs until you unlock 7-floor runs, and for which incredibilities you've won a run while holding.<br />
<br />
* Energized Glass Hull is now disabled (likely to be removed unless it it re-worked). <br />
** New Incredibility - Corrupting Power : Gain a high amount of max energy and you will regenerate energy over time... but at what cost? ;)<br />
<br />
* A new "metal grinder" deadly pursuer enemy has been added to the game.<br />
** Credit to community member ptarth for yet another awesome creation.<br />
<br />
* A new "Tiny Transport" enemy has been added to the game.<br />
** Tiny Transport. These are kind of like the health and potion gnomes from Golden Axe; the more hits you can get in on them before they explode, the more drops you get.<br />
<br />
* A number of OSX controller incompatibilities (and linux ones as well) should now be solved. We had not noticed that were were a preponderance of preprocessor compiler directives in the InControl code, rather than using Application.platform. Given we compile on windows, this created a problem. We've shifted everything over to be compile-computer-agnostic, so presumably those issues (they were actually missing bindings) should be fixed.<br />
** Please do let us know if this doesn't do it, though. We haven't actually had a chance to test it out in the situations that were an issue before. It's been a... trying... day.<br />
** Thanks to Sounds, Sounds of Silence, beatnikbedlam, lessster, and RuySan for reporting.<br />
<br />
== Version 1.008 ==<br />
(Released January 27th, 2016)<br />
<br />
* Kill tracking for multi-stage entities now only happens when the final stage dies, and it tracks under the first stage's name.<br />
** This avoids a problem where you got "credit" for killing a boss when you'd only killed the first stage, even if you then died before winning the fight.<br />
** Thanks to Danjuro for inspiring this change.<br />
<br />
* Fixed a bug where the difficulty of the tutorial was being set according to the last run of the test chamber (which is basically just for devs and modders), and since the tutorial is the first thing that runs when you start a new file it could result in all your new files being set to Misery difficulty without you realizing it.<br />
** This may have only impacted a certain developer who was wondering why he was suddenly so bad at this game.<br />
<br />
* The game is now way more aggressive about using different room scripts for rooms of the same general type, until it runs out of "new" ones and then it just starts over.<br />
<br />
* The energy bar in the lower-left now shows your actual current and max amount of energy.<br />
** Thanks to Ljas for suggesting.<br />
<br />
* Now any inventory item type (missiles, energy, etc) that has a maximum cannot have that maximum modified below 1. Otherwise when it hit zero it just becomes "no max" and doesn't work right.<br />
** Thanks to Nargasse for reporting.<br />
<br />
* The minimap now doesn't show icons for missiles or credits left in a room if you're at max capacity for those items.<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Fixed a bug where weapons with shots_per_salvo > 1 and placed in a system offset would not properly offset the secondary shots.<br />
** Thanks to ptarth for reporting.<br />
<br />
* There's now a short "Victory!" display after you win a run, followed by a fade to black, rather than dumping you straight to the menu when the last floor boss dies.<br />
** You are invincible during this time.<br />
** Thanks to Ljas and zharmad for inspiring this change<br />
<br />
* Keyprentice is now on level 3 instead of level 9, and it now only gives you 5 keys instead of 10.<br />
** Keymaster is now on level 8 instead of level 10, and now only gives you 20 keys instead of 50.<br />
** Thanks to zharmad for suggesting.<br />
<br />
* When we updated the game to the new version of Unity, apparently it switched our fullscreen mode into windowed borderless instead of true fullscreen mode, which performs worse. It now runs in true fullscreen mode again.<br />
** Thanks to Soupinator for reporting.<br />
** Also thanks to his workaround for v1.007: "Current workaround: use -force-opengl in the command line, since fullscreen is only broken in the Direct3D renderer, but this makes the graphics a bit fuzzy."<br />
<br />
* In an effort to make sure you actually see the various items we worked so hard to make, and to make getting loot more exciting:<br />
** Your base chance to get loot after winning a room is the same, but each time you fail the roll it goes up for next time until it succeeds.<br />
** When room-win loot would give you a consumable item (as opposed to a minor item), at various intervals it will instead give you a main-weapon, energy-weapon, or power-up item. Those intervals are randomized but controlled to ensure some rate of each.<br />
** When seeding from many of the significant item pools, the game's now fairly aggressive about not seeding the same thing more than once when there are still things that haven't been seeded. When it runs out of choices under this rule it starts over for that (group of) pools.<br />
** When you open an unlocked chest, you have a small chance of getting loot from the locked-chest pool. If this roll fails the chance goes up for next time until it succeeds.<br />
** The game is now much more aggressive at making sure it seeds all of the available reward/shop rooms before it goes back to ones it's already seeded in that run.<br />
** Thanks to Misery, Wingflier, evilution, zharmad, Matruchus, and others for inspiring these changes.<br />
<br />
* The max-health reduction from losing a condemned room or from buying an item with health are now applied after the difficulty-based health multipliers, so they don't cause greater-than-expected losses on lower difficulties.<br />
** Thanks to Jacic for reporting.<br />
<br />
* XP yield from depositing credits at a console is now multiplied by floor number, as with other XP gain.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Added a button to the test chamber screen that tries to open the Starward Rogue wiki in your browser.<br />
<br />
* Now when you have the steam overlay active, the game pauses in the same way as when the escape menu is open.<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Now when a room script is flipped on either the x axis or the y axis (but not both), any entities with passive_rotation_speed in the room act as if that value's sign were flipped.<br />
** Thanks to Tornis and Pepisolo for reporting.<br />
<br />
* The visuals for caltrops and floating debris have been updated to be a lot more visible, since some folks were having trouble seeing them.<br />
<br />
* The normal enemy health bar is now at the top where the boss health bar is (if both are shown, the non-boss one goes lower).<br />
** This also means the normal enemy health bar doesn't block other tooltip info from showing, and vice versa.<br />
** Thanks to Castruccio and zharmad for inspiring this change.<br />
<br />
* Brute now only grants a 10% bonus to attack power, not a 20% bonus. That was getting to be a bit overpowered.<br />
<br />
* The costs of items in the health sacrifice shops are now much more substantial, since the overall amounts of health players have these days is a lot higher and thus these were way too cheap to get.<br />
** Anything that cost 3 before now costs 7, things that cost 2 before now cost 5, and things that cost 1 before now cost 3.<br />
<br />
* Sideshot no longer seeds until you are two floors down.<br />
** Thanks to nas1m for reporting.<br />
<br />
* The term "reload time" has uniformly been changed to be "fire rate." Before both terms were used, which was confusing.<br />
** Thanks to Tornis for suggesting.<br />
<br />
* In recent builds, Terror Bubbles were just sitting there on Normal difficulty and down, because they had no weapons on those difficulties. Fixed!<br />
** Thanks to Cinth and Nova225 for reporting.<br />
<br />
* The impassable glass blocks that you can shoot through now no longer block line of sight.<br />
** Note: this won't help with rooms you've already entered, because the data is set up when the block is spawned.<br />
** Thanks to crazyroosterman and Misery for reporting.<br />
<br />
* Now if you've picked up an incredibility, and you pick up another, the first is dropped on the ground.<br />
** Thanks to Misery for suggesting.<br />
<br />
* The fire left by your mech when you have a hotrod system is now much larger, thus looking more interesting.<br />
<br />
* The game now uses a scaled radial dead zone of 0.25 for all analog input thumbsticks, which means that they should all "just work" now.<br />
** This is the same as they had prior to us moving to the more recent InControl asset, which was using 0.2 instead and was using an inferior algorithm.<br />
** This in particular should patch up the XBox 360 controllers that are a little worn. If any of them still have trouble, then there are now sliders inside the main Game tab of the settings window that allow you to adjust these to the needs of your particular controller.<br />
** Thanks to [ES.GR] Ziltoid Le Muet (Cpl), Sounds, lessster, Invader Xom, Rhakyr, Castruccio, beatnikbedlam, and Apathetic for reporting.<br />
<br />
== Version 1.007 ==<br />
(Released January 26th, 2016)<br />
<br />
* Fixed a bug where bouncing mines had a different damage type (Ballistic) than stationary mines (Explosive), and thus stuff that gave immunity to explosive damage didn't protect you from bouncing mines.<br />
** Thanks to waylon531 for reporting.<br />
<br />
* Now when you press E to level up, if there are any more of those big central screen messages still showing they're cleared so they don't get in the way of the level up display.<br />
** Thanks to Moonshine Fox for inspiring this change.<br />
<br />
* Made the glass pots no longer shootable by enemies.<br />
<br />
* There will no longer ever be more than one Sideshot seeded per room, thanks to a new never_seed_more_than_one_per_room flag on it.<br />
** This flag is ignored on Misery difficulty, so you can run into really brutal groups of enemies there still.<br />
** Thanks to nas1m for suggesting.<br />
<br />
* The game now properly uses aliases for some of the common center-gamepad buttons so that they all map the same way across gamepads. Aka the Menu button on the XBox One controller is the same as Start on the 360. And the View button on the XB1 is the same as the Back on the 360. That way you don't have to change your default mappings around to get those to work. Start and Select also map to those, respectively, for usage on PS3 controllers and similar.<br />
** In the past this was set up for the 360, but with the prior version we inadvertently set this up for the XB1 so that the 360 then required a remapping to a control icon that looked identical. No longer!<br />
<br />
* In windows, the game now uses XInput rather than the default wrappered unity input. This fixes a few lingering issues with the triggers on the xbox one controller in windows only (they were fine in other OSes as of last version).<br />
<br />
* The game now allows you to back out of most windows using the menu button as well as the cancel button. This has been requested for a while, actually, and isn't related to the new input interface.<br />
<br />
* Fixed up the way that the hitting escape/B/cancel to get out of the game at the main menu was not working properly in the prior version.<br />
<br />
* Fixed a number of bugs relating to the virtual gamepad cursor in the escape menu selecting the wrong thing.<br />
<br />
== Version 1.006 ==<br />
(Released January 26th, 2016)<br />
<br />
* Added new toggle to extras tab of settings window: Always Use OS Cursor<br />
** If this is on, the game never uses the gamepad "virtual cursor" even if the gamepad is in use.<br />
** Thanks to Saphirahk and nas1m for inspiring this change.<br />
<br />
* Now if the revealed minimap is so big that it overruns its borders on the escape menu, it is scaled down to at least roughly fit within it.<br />
** Thanks to Tolc for reporting.<br />
<br />
* New "Gemini siblings" enemies from community member zharmad!<br />
<br />
* Fixed a bug where shopkeeper kills were not checked for achievements because it never did the room-win logic for shops.<br />
** Thanks to Matruchus for reporting.<br />
<br />
* Fixed a bug where one of the three code-branches that checks for waking the shopkeeper was checking the thing doing the damage rather than the shopkeeper for the waking-immunity to stuff not directly fired by the player.<br />
** Thanks to Reinhark, Cinth, and Matruchus for reporting.<br />
<br />
* Fixed a null exception that could occur shortly after loading a save.<br />
** Thanks to Danjuro for reporting.<br />
<br />
* Changed the logic of using keycards to unlock all doors in the room on the other side, rather than just the door facing you.<br />
** Otherwise a shop/item-room/etc that was locked could take two keys to get "through" to the other side, and if there was literally only one available and that was between you and the boss, well...<br />
** Also changed mapgen logic so that the next-to-start item room which often spawns cannot be locked, as that can cut off other areas of the map.<br />
** Thanks to SourKiwi for reporting.<br />
<br />
* Fixed a bug where the cryofreeze and other aoe effects would try to affect invincible stuff like caltrops.<br />
** In the case of cryofreeze, this could mean a lot of unnecessary sound effects.<br />
** Thanks to dumpsterKEEPER for reporting.<br />
<br />
* Fixed a bug where the "if you destroy a health shard block in a room adjacent to an unknown secret room, reveal that secret room instead of spawning the health shard" logic was instead checking for _known_ secret rooms. Cute.<br />
** Also, now when you enter a room bordering an unknown secret room, and the room you're entering has no heath-shard blocks (that normally reveal the secret when you blow them up, if there is one to reveal), it tries to convert a normal bombable block to one of those.<br />
*** If it fails to do that, it just reveals the secret room(s).<br />
** Thanks to nas1m, Watashiwa, and many others for reporting the frustration with secret rooms not being revealed.<br />
<br />
* Now when the game is seeding pickups that go in your main gun, energy, missile, or attachment slots it will never pick what you've already got equipped at the time of the seeding.<br />
** Thanks to TheVampire100 for inspiring this change.<br />
<br />
* New enemy "Demesne" added<br />
** This is another "Fearsome" type of foe... be careful around this guy!<br />
<br />
* Fixed a potential null exception bug when starting up the game.<br />
** Thanks to mrhanman for reporting.<br />
<br />
* Backfire now always uses BOTH of it's phases instead of randomly skipping to the second one.<br />
** It also now has more HP in both phases<br />
<br />
* Now the game tracks when you pick up multiples of the same powerup (for instance, level up perks that may be picked multiple times) and displays x2, x3, etc to show that.<br />
** This won't show that for powerups picked up multiple times in older saves because it wasn't tracked.<br />
** Thanks to Kevin Feederline, FroBrodine, and waylon531 for suggesting.<br />
<br />
* Fixed an issue accidentally introduced in version 1.005 where you could only pick up perks of each type one time, which would lead to blank perk selection screens on later levels.<br />
** Thanks to Reinhark for reporting.<br />
<br />
* ItemGainChanceOnEnemyKill and ItemGainOnEnemyKill modifiers now only proc against Ship entities; so not shots or obstacles.<br />
** Thanks to nas1m for reporting.<br />
<br />
=== Keyboard / Gamepad Controls Updates ===<br />
<br />
* Updated the game engine to Unity 4.7 instead of 4.6.7.<br />
** We generally try to avoid doing engine updates unless there are benefits or bugfixes that actually impact us. Past experience has taught us that new engine bugs appear unannounced, and we prefer to avoid those when possible by staying on known-stable versions until we need to not.<br />
** That said, this new version seems to be stable, and also is required in order to support the new InControl plugin.<br />
<br />
* We have completely gutted the underlying gamepad support and rebuilt it from the ground up with the InControl asset store plugin as the underlying basis for it.<br />
** This solves the XBox One controller compatibility issues, as well as making default bindings for the playstation 4 controller and many other main controllers now automatically kick into place.<br />
<br />
* The "Fire Up" and "Fire Up (Alt)" keybinds (and their down, left, and right counterparts) now cause your energy and missile weapons to target that direction too, even if normally they would target the mouse cursor.<br />
** Thanks to dfinlay for inspiring this change.<br />
<br />
* There is a new Debug: Show Gamepad Raw Inputs option in the extras tab of the settings menu.<br />
** If this is on, then any detected raw input from your gamepads will be shown on the left side of the screen. Useful for debugging but not much else.<br />
<br />
* The confirm popup now supports gamepad left-right (on either the dpad or the analog stick) to switch between the buttons, and the execute button to simulate a click on the highlighted button.<br />
** Thanks to Cyprene for inspiring this change.<br />
<br />
* Note: these changes have caused us to need to reset all of the existing key bindings to their defaults. If you had custom mappings you will need to remap those. Apologies!<br />
<br />
== Version 1.005 ==<br />
(Released January 25th, 2016)<br />
<br />
* Now when you use the in-game delete function on a file slot, it actually replaces that file with a very small file (just containing the text "deleted") which the game treats as an empty slot.<br />
** This way, steam cloud will not "helpfully" immediately repopulate the save file.<br />
** Thanks to ProfessorPaul1290 for reporting.<br />
<br />
* Now if you get a corrupt save message you have the option (again, removed late in alpha) to keep or delete.<br />
** If you delete, it actually copies it to a backup location and overwrites the slot with a small file that the game will treat as empty but the steam cloud will not automatically copy back over.<br />
<br />
* The perk screen now continues showing the previous HUD (for stat info).<br />
** Thanks to robdon for suggesting.<br />
<br />
* The knockback_resistance stat now also applies to weapon kickback.<br />
<br />
* The RedShift mech now has full immunity to both kickback and knockback.<br />
** Thanks to Apathetic for inspiring this change.<br />
<br />
* set disappears_if_room_left to true on the antigravitate blockage shards<br />
** Thanks to Apathetic for inspiring this change.<br />
<br />
* The boss "Backfire" is now active!<br />
** This has been completely redone from the ground up from what it used to be in the alpha. Be ready to deal with it's minions!<br />
<br />
* The Warden no longer falls asleep during phase 4 of it's attack<br />
<br />
* Fixed a bug where the recently added "missiles destroy shootables without them morphing into their more-damaged states" logic was causing the pathfinding-block on shootable-A and shootable-B objects to not be cleared when they died (because it was only being cleared when the C stage died, and that was being skipped).<br />
<br />
* Fixed a bug where OnRoomSwitch effects could fire when switching from an old run to a new run.<br />
<br />
* Fixed a bug where OnRoomSwitch effects that reduced hull health on the player would not actually do any damage due to the "invincible until leaves the doorway" logic.<br />
<br />
* The Medical Emergency pickup now only does its damage when you enter a room for the first time, not every time you switch rooms.<br />
** Thanks to The Hunter for inspiring this change.<br />
<br />
* The Impatience level-up perk now won't show up on the perk menu if you are already on the last floor of the run.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* The minimap icon for major item rooms and health storage rooms now disappears if you've entered the room and there are no pickups on the floor.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Fixed a bug with QuadEE/ZMC_GlassPipes. It was possible to get a Pearl trapped inside of Glass Unbreakable blocks, which made it not shoot or be killable, making the room unexitable.<br />
<br />
* Pearls now wake on being shot.<br />
** Thanks to Apathetic, Cinth, Paladinlord10, and Watashiwa for reporting.<br />
<br />
== Version 1.004 ==<br />
(Released January 23rd, 2016)<br />
<br />
* The minimap on the escape menu now has mouseover tooltips on the individual rooms.<br />
** The tooltip also lists any items on the ground in that room, if you've been there before.<br />
<br />
* Fixed a bug where a familiar that was supposed to only be for that room would respawn if you spawned it, left before it died, and deployed another familiar.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Put in further logic to prevent shopkeepers from being aggroed (or damaged) from sleep by anything other than a player-directed shot.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Fixed a bug where chests and other animated "special objects" spawned after room completion were not having their animators set up and thus were invisible (until opened, in the chest case).<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Enemy Spawners now explode when the room is cleared.<br />
** Thanks to ptarth for inspiring this change.<br />
<br />
* The width of columns on the Statistics screen has been broadened to accommodate some of the item names being longer than they were when that screen was set up.<br />
** This also prevents the close button from overlapping the next page button.<br />
** Thanks to robdon for reporting.<br />
<br />
* Added a "Fire Main Gun" key bind, replacing the hardcoded "hold down left mouse to fire main gun" logic.<br />
** Thanks to Cyborg for suggesting.<br />
<br />
* Fixed a bug where the 5-familiar achievement was counting some familiars twice (or after they died).<br />
** Thanks to Apathetic for the report and save.<br />
<br />
* Fixed a bug where occasionally a direct-fire shot would be fired as if it were "leading" the target.<br />
** Thanks to Misery for reporting.<br />
<br />
* Fixed a bug where the logic for resetting your position after dying in the tutorial was not reopening the doors, and thus causing you to be stuck there on the threshold of the door, if you entered through one.<br />
** Thanks to Arnos for reporting.<br />
<br />
* The game is now set to internally use the en-US format, so that hopefully those using other languages on the linux platform won't have to use the workaround of launching the game with the LC_ALL=C %command% or LANG=en_US %command launch option on.<br />
** Thanks to lessster for reporting.<br />
<br />
* Now the boss intro only has the boss go halfway across the screen, and then scale up to dominate the screen before fading out.<br />
** Thanks to Omgaar for inspiring this change.<br />
<br />
* The default Steam controller recommendation should is now 'Gamepad' instead of "Gamepad with high precision camera/aiming"<br />
** Thanks to death2cupbots for reporting.<br />
<br />
== Version 1.003 ==<br />
(Released January 22nd, 2016)<br />
<br />
* Fixed a rather serious bug in the last version that was causing the player to not be able to move upon entering rooms. Err... yeah, not sure how that slipped past us. Real sorry about that. We are very tired and clearly should not be making major changes right now. Thanks for understanding!<br />
** Thanks to Isaac, Cyprene, waylon531, Apathetic, and tupelocase for reporting.<br />
<br />
* The banshee now is more aggressive with its counterattacks again. Not so much as pre-1.0, but still a lot more than in 1.0.<br />
<br />
== Version 1.002 ==<br />
(Released January 22nd, 2016)<br />
<br />
* Fixed a bug where you could fire your weapons during just-entered-room invincibility.<br />
** Thanks to Moonshine Fox and others for reporting.<br />
<br />
* The text list of powerups at the bottom right of the escape menu is now a row/grid of icons with mouseovers for the names/descriptions.<br />
** Thanks to Apathetic and donblas for inspiring this change.<br />
<br />
* A new music track has been composed for the game! FTB 629<br />
<br />
== Version 1.001 ==<br />
(Released January 22nd, 2016)<br />
* The game will no longer seed secret rooms "from" shop, item, miniboss, secret, starting, or condemned rooms to avoid doors that look like they go to nowhere, or cannot be revealed.<br />
<br />
* Fixed a longstanding bug where secret rooms were requiring a 2x2 free space on the grid instead of 1x1.<br />
<br />
* Extended the destroy-enemy-shots-on-room-clear logic to continue clearing enemy shots from the room afterward instead of just once, as there are a few things that can continue to emit shots.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Updated the changelog to point to this new page.<br />
<br />
* Fixed up a mouse input issue that was a recent consequence of a perhaps-foolish major fix to some really unusual gamepads last night, which then broke mouse support for some folks with trackpads. The new system should work for everyone, as it is more unified and gets rid of some of the legacy input code that has been weighing down the button clicking for some time now.<br />
** Basically unity has an "input" way of handling clicks and such, and a "gui" way of doing it. We used to do a hybrid of both. Now it's all the "input" type, which is better for a lot of reasons.<br />
** Thanks to nas1m for reporting.<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Early Alpha Release Notes]]<br />
<br />
.<br />
<br />
.<br />
<br />
[[Starward_Rogue:Main|Starward Rogue Main Page]]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.0_Release_Notes&diff=28158Starward Rogue:Post-1.0 Release Notes2016-05-01T15:57:21Z<p>Zogheen: </p>
<hr />
<div>TEst== Version 1.019 ==<br />
(This isn't done yet, we're still working on it.)<br />
<br />
* New Hotrod SFX, and a added particle effect.<br />
<br />
* Upped Miniboss HP, 10% across the board.<br />
<br />
* Miniboss Tri has been significantly improved, including Hard, and Misery mode versions.<br />
<br />
* Fixed the Nanite Leeches not appearing in the GUI, once picked up.<br />
** Thanks to logorouge for reporting!<br />
<br />
* More new SFX for Crystal Mother, Spiders, Amberbarrage, Crossclaw, and RearBurstTurret. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Changed the Redshift Mech starting secondary to the Precision Railgun.<br />
<br />
* Updated the Reaper's Misery mode version.<br />
<br />
== Version 1.018 ==<br />
(Released March 28th, 2016)<br />
<br />
* Fixed a bug where homing weapons (especially ones with a homing delay) could wind up homing on the invisible bouncing mine emitters.<br />
** Thanks to Pepisolo for reporting.<br />
<br />
* Fixed a few problems with the FamiliarFollower logic that was making it rubber-band back and forth between the player and the enemy, etc.<br />
** Thanks to Pepisolo and ptarth for reporting.<br />
<br />
* Fixed a bug where a system with homing and a bullet pattern would allow the homing to work on the initial firing (it was correctly not trying to home after that; bullet patterns override homing until the pattern expires).<br />
** Thanks to Pepisolo for reporting.<br />
<br />
* Tweaked the following consumables: One Way Barricade (shot change), Tactical EMP (tweaks), Ricochet Circuit(now last for a whole floor), Stim Pack(now last for a room), Overheating System(tweaks and now last for a room), Overloading Circuit (duration increased to 30 seconds), Energy Boost Circuit (now plus 20 energy), Siphoning Circuit (new you lose 20 energy), Supernova (larger AOE on explosion, needs more work, though), Ludicrous Speed Circuit(made the speed increase more ludicrous), Carnage (upped duration to 15 seconds), AllTheRockets(increased duration to 30 seconds), ShieldsDown (increased duration to 30 seconds),Code Annihilate(slight damage increase),Code_Overdrive(increased duration to 15 seconds),Code_Defend (now last for a room), SignalTriangulator(This now reveals the boss room rather than teleporting you straight there), Beaming Probe and Incinerator Probe (tweaked to be more useful), OrbitingBattleStation (now fires multiple shots), all consumable sentries now block shots but they have limited health.<br />
<br />
* New consumable item Wormhole Journey added.<br />
<br />
* New consumable item Anomaly Detector added.<br />
<br />
* Changed Autocannon Minibot to a use the FamiliarFollower (pathfinding) behavior.<br />
<br />
* New BullRush,BullDog, and Battleswarm SFX. New Spine Ballista SFX. Fixed Pressure Shotgun audio typo. Thanks to Goldenwolf for helping me with this!<br />
<br />
== Version 1.017 ==<br />
(Released March 17th, 2016)<br />
<br />
* PathfindingAttacker enemies now update their paths more frequently.<br />
** Thanks to Pepisolo and ptarth for suggesting.<br />
<br />
* Tweaked the Riot Suppressor for performance and balance. Shots no longer pierce walls. Slight damage decrease.<br />
<br />
* Improved the Hunter Killer weapon.<br />
<br />
* Overhauled the SerratedSpineLauncher. It now causes toxic bleeding.<br />
<br />
* Overhauled Purifying Nova. It's a lot more visually satisfying now, and also clears enemy shots.<br />
<br />
* More SFX work. New Fencing Needle and Caliburn SFX. Added new Paragon, Reaper, Bastille, Arcoris, Hunter and Tri SFX. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Fixed a bug where not setting modifiers_applied_to_nearby_entities_max_simultaneous_affected (thus leaving it at the default of zero) would cause NearbyEnemies modifiers to never be applied to anything. Now the default functions as "no limit".<br />
** Thanks to ptarth for reporting.<br />
<br />
* Added to system:<br />
**deflected_shots_inherit_speed (bool)<br />
***only meaningful if deflects_shots is true, makes affected shots go the same speed as the shot deflecting them<br />
**deflected_shots_inherit_angle (bool)<br />
***only meaningful if deflects_shots is true, changes the angle of affected shots to match the shot deflecting them<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* Preliminary Hard and Misery mode Hunters added, although more work is needed. More Hunter tweaks.<br />
<br />
* Fixed some missing SFX caused by typos.<br />
<br />
* Glass walls and disrupted regenerating walls no longer cause shot-spawn to be offset from them, since the shots can pass through them anyway.<br />
** Thanks to samnainocard and Pepisolo for reporting.<br />
<br />
* On system, added:<br />
**shot_homing_delay (float)<br />
***if set, the shot won't start homing until this many seconds after spawning<br />
***only meaningful when combined with shot_homing_range<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* Fixed a bug where cue_time > 0 would prevent shots_per_salvo > 1 from having any impact (it would just fire one shot).<br />
** Thanks to ptarth for reporting.<br />
<br />
* Kickback now happens after cue-time is complete, and after all shots in the salvo have been fired.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Adjusted the upper-left "Main Menu" label on the "after loading a file slot" screen to match the position of the "File Select" label on the previous screen.<br />
** Thanks to kingisaaclinksr for reporting.<br />
<br />
* Removed support for "periodic movement modes" because, though spec'd out and implemented in some detail during development, they were never actually used in the released game and are generally very buggy. Whatever we might want to do using these could instead probably work via movement controlling bullet patterns, etc.<br />
<br />
* Now that folks have had a chance to get used to the weird test-chamber button order of "[Cancel] [OK] [BLANK] [Wiki]", we're switching it to the more reasonable but now strange "[Wiki] [Blank] [Cancel] [Okay]".<br />
** Thanks to ptarth for suggesting.<br />
<br />
* New main weapon Smart Gun added.<br />
<br />
* Two new varieties of Bulldog and Bullrush added.<br />
<br />
* Added Banshee performance improving flag.<br />
<br />
* Changed any "ammo" references when referring to energy weapons to "energy".<br />
<br />
* Weight Optimization reworked to modify enemy movement speeds.<br />
** Thanks to Discotech and logorouge for reporting.<br />
<br />
* Added two more Arcoris variations.<br />
<br />
* Tweaked some of the guns. Fixed a missing Cluster Launcher mech gun image.<br />
** Thanks to Goldenwolf for the feedback!<br />
<br />
* Improved the Nanite Leeches to have more presence. It now fires 8 homing leeches.<br />
<br />
== Version 1.016 ==<br />
(Released March 8th, 2016)<br />
<br />
* More SFX work. New Incinerator, Twin Machineguns, Precision Railgun, Splitfire Cannon, Venomous Stinger, Riot Suppressor, NarcoStinger, BoomerangNeedler,TorpedoCannon, Deleter,HolyFire, HunterKiller, GravityCannon, Corona and Detonating Rose explosion SFX. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Improved handling of ricochets to avoid cases where shots just disappear on hitting a wall.<br />
** Thanks to ptarth for extensive testing and feedback on this.<br />
<br />
* Turned the Hornet Nest SFX volume down a bit. Also did the same for the Guardian Gun, Fragment Cannon, Cluster Launcher, Phaser and the Translocator.<br />
** Thanks to Krysle Quinsen, Econael, and Crolley for the feedback!<br />
<br />
* Fixed a bug where your familiars could auto-target bouncing mine emitters, which are invisible and can't be hit anyway.<br />
** Thanks to Pepisolo and Solar Marine for reporting.<br />
<br />
* Fixed a bug where familiar-based weapons couldn't harm wake-on-shot enemies (like facerippers) at all, even after the enemy was awake.<br />
** Thanks to crazyroosterman, Cinth, and Pepisolo for reporting.<br />
<br />
* Increased Guardian Blaster width. Tweaked Raincannon colour. Tweaked Suppressor shot size and colour. Improved the Grapeshot. Now fires a burst of shots. It's now a limited ammo, but high power weapon. Tweaked Precision Railgun. Improved the Splitfire Cannon. Also improved Narcotics Stinger.<br />
<br />
* Overhauled Venomous Stinger. It now infects enemies, and infected enemies explode into a pool of venomous sludge upon death.<br />
<br />
* Made it very unlikely to slide through a one-way tile next to a wall by running into the wall.<br />
** Thanks to Pepisolo and ptarth for reporting.<br />
<br />
* Put in some code to hopefully prevent some issues with loading sounds in some cases.<br />
** Thanks to Econael, Amitiel, and samnainocard for reporting.<br />
<br />
* Some mapgen-related error messages are now silent log entries because there's already recovery mechanisms in place to make sure the player gets a fully formed dungeon.<br />
** Thanks to TuxedoBra for reporting.<br />
<br />
* Changed various items from "add/subtract missiles/energy/whatever at a massive rate for a very short period of time" behavior to simply adding/subtracting a large amount, so that the effect would show up immediately even when you're playing RedShift and time isn't normally passing.<br />
** Notably, the missile refill effect from Arms Race.<br />
** Thanks to Solar Marine, Cinth, ventifer, and ptarth for reporting.<br />
<br />
*Added new attribute to xml schema for bullet node: initial_angle_is_absolute (bool)<br />
**makes the initial angle of the bullet not be relative either to the angle from the firing entity to the target entity or to the rotation of the firing entity<br />
**Thanks to ptarth for suggesting.<br />
<br />
* Redid Reaper Hard mode, Misery mode version also added, but this may need something a bit extra.<br />
<br />
* Fixed a bug where EntityModifierType.DoubleItemGainChance (used by "Major Coinage" and "Wishing For More Wishes") was working for all item types, not just the one specified.<br />
** Thanks to Solar Marine and ptarth for reporting.<br />
<br />
* Added new FamiliarType: PtarthianOrbit<br />
** Behaves like SimpleCircleOrbit, but doesn't try to automatically space out the familiars in a ring. 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 />
** Thanks to ptarth for inspiring this change.<br />
<br />
* Added new sub-node type for entity nodes: familiar<br />
** Basically this is like adding something to the end of the "familiars" list that's already there, but allows you to set some additional info.<br />
** Attributes:<br />
***type (entity)<br />
****the actual familiar type, same as if you'd put it in the "familiars" list<br />
***minimum_difficulty (DifficultyType), maximum_difficulty (DifficultyType)<br />
****the lowest and highest difficulty where this entry will be considered (default: always consider)<br />
***chance_out_of_100 (int)<br />
****if this is set, and set to a value less than 100, each time it considers spawning this familiar it only has this % chance of actually doing so<br />
***radius (int)<br />
****only meaningful with PtarthianOrbit, sets the radius of the circular orbit<br />
***starting_angle (float)<br />
****only meaningful with PtarthianOrbit, sets the starting position on the circular orbit, in terms of degrees around the circle<br />
***rotation_reversed (bool)<br />
****only meaningful with PtarthianOrbit (works for SimpleCircleOrbit, but is weird there), if set this makes the familiar rotate in the other direction than it would normally<br />
***override_degrees_per_second (float)<br />
****only meaningful with PtarthianOrbit (works for SimpleCircleOrbit, but is weird there), if set this overrides the speed of the orbit (which is normally based on the familiar's speed); you can use negative values instead of the rotation_reversed flag if desired<br />
***suppress_line_of_sight_check (bool)<br />
****only meaningful with PtarthianOrbit, SimpleCircleOrbit, and NormalOrbit, if set this causes the familiar to skip the normal "don't fly through walls" logic<br />
*****if you know the familiar will always be in an open space where it doesn't need to check this, or if you want it to fly through walls, this flag helps lower the CPU cost of the familiar because it's not having to do LOS checks every frame<br />
<br />
* Made the Repulsive Hornet Mine available for seeding in the game, as it was the only starting Mech secondary not to be available. Regular Hornet Mine no longer seeds as Repulsive Hornet Mine is just a much better version.<br />
<br />
* Now when you use a teleporter, instead of doing a full refresh on your familiars it just relocates the normal-ship-behavior familiars to you (the other types always orbit you anyway).<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* New shot graphic for Flamethrower type systems.<br />
<br />
== Version 1.015 ==<br />
(Released February 25th, 2016)<br />
<br />
* New Enemy Aegis added. 4 variations<br />
** Thanks to community member Hearteater for creating these!<br />
<br />
* Correct icon added for the Masochism consumable.<br />
** Thanks to ScrObot for reporting!<br />
<br />
*Orbital familiar hijinks have been sorted out. They'll fight fairly for now.<br />
** Thanks to everyone who reported for reporting!<br />
<br />
* Entities with ship_category="RandomFloatingChunksOfStuff" (i.e. antigravitate blockade shards) can no longer proc health-on-kill or item-on-kill modifiers.<br />
** Thanks to Ayrix and dfinlay for reporting.<br />
<br />
* Fixed a bug where the "kill final boss with all mechs" achievement (and similar one for super-final boss) considered the tutorial mech as in that group.<br />
** Thanks to pmkenny1234 for reporting.<br />
<br />
* Fixed a bug where progress on the "kill final boss with all mechs" achievement (and similar one for super-final boss) was not being tracked properly.<br />
** Note: if you've gotten a kill-final/superfinal-boss-with-specific-mech achievement, and you load an old save, it will update the progress tracking for these kill-with-all achievements.<br />
** Thanks to pmkenny1234 for reporting.<br />
<br />
* Starting work on the SFX overhaul (which will take a long time to complete, bit by bit). New Banshee, Anangu, Energy Shield Module, TurboBlaster, Translocator, Railgun, PhaserGun,SplinterCannon,HornetNest,GrenadeLauncher,ClusterLauncher,PoisonedKnife,GuardianGun SFX added. Thanks to Goldenwolf for helping me with this!<br />
<br />
* 14 more new rooms added.<br />
** Thanks to community member Reath for creating these!<br />
<br />
* A few of the weedier enemies in CMP_EnemyShips have been set to not seed later in the game. Facerippers, for example, seem too weak to be seeding on later floors.<br />
<br />
* Set the few reticule based items to not seed until they are overhauled as they don't work very well on joypad.<br />
<br />
* Lots of tweaks to the main gun upgrades. More main gun upgrade tweaks.<br />
<br />
* Overhauled the Disruptor energy weapon, including new SFX. It is now a shorter range spread shot that disrupts enemy movement and fire rate. The longer you hold the burst, the stronger the disruption.<br />
<br />
* Viper Difficulty Reduction<br />
** Slowed Homing Shots<br />
** Decreased Homing Shot Homing Range<br />
** Changed color patterns so that Red, BurningRed, and Purple are only on homing shots.Red Snakes = Bad Snakes!<br />
** Added Egg shot to produce the Snake Shots (previously was invisible)<br />
** Added do_not_do_rest_of_logic_on_early_death to egg shot. Kill the egg, and the baby snake dies.<br />
<br />
== Version 1.014 ==<br />
(Released February 19th, 2016)<br />
<br />
* Flame tank mech has had it's main weapon rebalanced a bit<br />
<br />
* Blade Module is now found only in the secret room, instead of the sacrifice room<br />
<br />
* Tactical Nuke now does 650 damage and a guaranteed crit<br />
<br />
* Basic Drone now costs 90 credits instead of 20<br />
<br />
* STG-4377 damage has been lowered, and it's spread has been widened, and it no longer has infinite range<br />
<br />
* Big Leaky Battery's energy drain effect is now slightly faster<br />
<br />
* MajorCoinage now has a 40% chance of activating instead of 100%<br />
<br />
* Charger's attack range has been reduced<br />
<br />
* Labyrinth's chaser shot no longer dies on contact with the player<br />
<br />
* Missiles now explode on the very first shot they hit (they should be better at deflection now)<br />
<br />
* Combat Shield's energy cost slightly reduced<br />
<br />
* Multiple exploits have been negated in the fight with Terminus<br />
** The teleporters in the room are now one-way, and you cannot wake the boss with bullets from that location, or even damage it from there; you must step out of the teleporter to wake it<br />
** In addition, Terminus is now completely invincible as long as either of it's two guardians are in the room. If you try to skip them by running through them to the teleporters, you'll permanently trap yourself in an unwinnable state. No cheating, now...<br />
<br />
* Glassbreaker's sacrifice cost reduced by 1<br />
<br />
* Incineration module damage increased to 100<br />
** It also has a damage cap though, which is also 100<br />
<br />
* Consumable "Code: Overdrive" has had it's effective duration doubled<br />
<br />
* Battalion enemy now does not spawn until floor 6<br />
<br />
* The Corrosive Drone shots were intercepting other shots making it super OP. Fixed this so that they no longer intercept other shots.<br />
** Thanks for Pardinuz for reporting!<br />
<br />
* Escape now closes the Credits window.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Now switching between a secret room and a room with door-closing enemies does not restore your shields.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
* Magnetic shot drift no longer happens in shop rooms, to avoid accidents with the shopkeeper.<br />
** Thanks to ventifer for reporting.<br />
<br />
* Three varieties of new enemy Blademorph added. Thanks to community member Zharmad for creating these!<br />
<br />
* Updated the repulsive hornet mine to a more high res shot image. Also did the same for the grenade launcher and gravity cannon shot. Added variant colour flea guard shots.<br />
<br />
* Tweaked phase 1 Invader health and revenge spawner fire rate.<br />
<br />
* Deadly Viper enemy recategorized as a Fearsome_7x7<br />
<br />
* Shred Guardians recategorized as Wanderer_3x3<br />
<br />
* Reactive Blast Module is now the Reactive Shock Module<br />
** Instead of creating an explosion, it now creates a short range shockwave to clear bullets around the player<br />
** It now also can appear in the Defensive Shop, with a credit cost of 65<br />
<br />
* Added two more varieties of Krill Spitter<br />
<br />
* Labyrinth's chaser shot can no longer be cancelled<br />
<br />
* Enemy orbital familiars no longer render before you fully enter the room, since their orbiting offsets aren't set up until after you enter and that led to them rendering in weird places.<br />
** Thanks to dfinlay, Misery, ptarth, and dumpsterKEEPER for reporting.<br />
<br />
* Fixed some annoying cosmetic things with Reaper. Fixed it so that the Hunter nets bounce off walls more reliably.<br />
<br />
* Overhauled the Narcotics Drone to be more desirable. It now attacks of its own accord and its debuffs occur more frequently.<br />
<br />
* Tweaked Narcotics Drone description. Reduced the Corrosive Drone Size.<br />
<br />
* Added a description to the Masochism probation.<br />
** Thanks to ScrObot for reporting and Cinth for coming up with the description.<br />
<br />
* Fixed the Keyprentice and Keymaster perks.<br />
** Fix provided by Cinth! Thanks!<br />
<br />
* Added new drone Kamikaze Minibot. Available from all good retailers. -- Note, Kamikaze Drone had to be pulled due to a bug. If you still want to try it out, remove is_not_ready_to_seed="true" from the Kamikaze Minibot xml in Dayton_PowerUps.xml. It currently has issues going through teleporters. Sorry!<br />
<br />
* Corrupting Power Incredibility no long kills players on pick-up.<br />
** Also fixed the issue with Corrupting Power not dropping if you picked up another incredibility.<br />
** Thanks to dfinlay for the report.<br />
<br />
* Changed the room BGS_KickingTheHive so that there is less backtracking needed.<br />
** Thanks to Reath for reporting!<br />
<br />
* Reduced the Drone size across the board a little.<br />
<br />
* New Drone Autocannon Minibot added.<br />
<br />
* Fixed the issue with the Sacrifice shops. No more unexpected deaths from this source!<br />
<br />
* Fixed the broken Energy Shield module. A little more work is needed before it's completely polished, though.<br />
<br />
== Version 1.013 ==<br />
(Released February 10th, 2016)<br />
<br />
* Added 14 new rooms courtesy of community member Reath. Thanks, Reath!<br />
<br />
* New entity attribute:<br />
** pick_up_even_if_wastes_resources (bool)<br />
*** if set, this item can be picked up even if it grants health/items that the player can't benefit from because they're at max<br />
*** useful if that health/item grant is just a secondary effect and you want the primary effect to always be available<br />
** Thanks to Cinth for inspiring this change.<br />
<br />
* Now when you take a shield hit you glow blue instead of red.<br />
** Thanks to nas1m for suggesting.<br />
<br />
* Now if there's both enemies and a power generator in the room, simply defeating the enemies will open the doors but will not cause the room to be considered "won" (which is what defines the normal trap-shutdown behavior, etc).<br />
** Thanks to Enrymion and Misery for suggesting.<br />
<br />
* Viper enemy code has been improved, and modified to have better performance. Thanks, Ptarth for creating these changes!<br />
<br />
* MetalGrinder now comes with an extra sneaky attack. Thanks for creating the changes Ptarth!<br />
<br />
* New Enemy, Krill Spitter added courtesy of community member Ayrix. Thanks for creating the enemy Ayrix!<br />
<br />
* Added EffectType.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 />
** it's now used instead of InventoryChangePerSecond for those cases<br />
** Thanks to Maurog, Danjuro, zharmad, and LaGrange for inspiring this change.<br />
<br />
* The cheap item shop rooms no longer contain glass shootables, but instead now have caltrops in those places. This way you don't accidentally shoot the shopkeeper, but it's also a visual clue as to the type of shop (each type of shop has its own little object sort as a visual clue).<br />
** Thanks to Cinth for suggesting.<br />
<br />
*Risky Assassin no longer kills you when you pick it up with hull damage.<br />
*Risky Assassin now also will remember where your Max HP is so if you decide to swap it out later, you aren't stuck with 1/1 HP.<br />
** Thanks to Cinth for creating this fix!<br />
<br />
* Tweaked Bullet Drone, and overhauled Corrosive Drone to be more desirable.<br />
<br />
* Changed the misleading description of the Berserker level up perk.<br />
** Thanks to Whiskeh and Cinth for reporting.<br />
<br />
* Fixed a bug where there were very, very few bosses that could actually seed on floor 6, and some simply couldn't seed at all (being restricted to floor 7, which always has... something else), and others could only seed if you'd satisfied certain conditions. This led to no boss room on floor 6. A clever trick on part of the game, but we're nerfing that strategy.<br />
** Thanks to Samichama, zharmad, zekafonss, Cinth, and others for reporting.<br />
<br />
* Put in some extra checks in mapgen to prevent giving you floors with no boss rooms.<br />
** This won't fix old runs, since the mapgen for all the floors in that run is already done there. But future runs will benefit from this.<br />
** Thanks to Samichama, zharmad, zekafonss, Cinth, and others for reporting.<br />
<br />
* Halved the lifespan of the Shred Guardian blades so that they don't overstay their welcome.<br />
** Thanks to Discotech for the feedback!<br />
<br />
* Overhauled Tag Team drone. It now pathfinds to the player so it doesn't get stuck, and its shots don't obscure your vision as much as it used to. It's easier to use as a DPS booster now.<br />
<br />
* Added new enemy Anangu Initiate and variant Anangu Warrior. Thanks, Zharmad for creating these enemies!<br />
<br />
* Added Hard Mode system for Reaper.<br />
<br />
* Started looking through the secondary weapons systems for missing sound effects (and adding some if missing, of course). Also tweaked a few shot images, one was using excessive scaling so swapped it for a higher resolution image. (note to self: I'm up to Grapeshot in the item pickup xml)<br />
<br />
* Updated the Abmoog Shield enemy to not look like the ram, which might be confusing for the player. Thanks for creating the change, Ptarth!<br />
<br />
* Added a confirm-popup when starting a tutorial while you have an active non-tutorial run going in the same file (as it overwrites that active run).<br />
** Thanks to Kevin Tang for inspiring this change.<br />
<br />
* Now when you buy a health-cost item it increases the cost of future health-cost items during that run by 2. Stacks.<br />
<br />
* Now when zamboni-behavior enemies (like the blind lady enemies) are nudged by a one-way-arrow tile they treat it as a wall collision and so should reverse direction, etc.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Now when you gain max health via shard pickups it will give you a big central screen message to that effect (once you're out of battle, same as when you level up)<br />
** Thanks to Moonshine Fox for suggesting.<br />
<br />
* Now when you pick up health/missiles/health-shards/keycards/credits there's a little floating text near you to that effect.<br />
** XP was already being announced in a similar way near either the thing killed (if you gained the XP that way) or near you (if it's from an XP pickup or a deposit box).<br />
** Thanks to Moonshine Fox for suggesting.<br />
<br />
* Gain-health-on-kill and gain-item-on-kill modifiers no longer proc when killing enemy familiars and stuff from enemy spawners.<br />
** Thanks to Cloud51023 for reporting.<br />
<br />
* Invader Boss upgraded to version 4.0! The boss now has multiple stages, and has been improved for all difficulties. Thanks, Ptarth for creating the changes!<br />
<br />
* The in-game credits now properly thank the alpha testers, the community contributors, and note Erik as being involved in the game design.<br />
<br />
*Beast Mode: Reduced to 20% attack power. It was previously 40% attack power.<br />
<br />
*Anger Protocol: Reduced to 20% attack power. It was previously 25% attack power.<br />
<br />
*Large and in Charge: Reduced to 20% attack power. It previously was 25% attack power.<br />
<br />
*Changed flags on Harmony and Rocket Man to not show up with other power-ups in the pause menu. Probation items display their status on the primary screen and this was causing confusion.<br />
** Thanks to LaGrange for the report and Cinth for the fixes!<br />
<br />
* The obstacle lasers are now more enthusiastic about doing their job, in terms of hit detection and frequency of checking, so that even if you sprint across them you will be much more likely to take damage.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Both versions of the Mirror boss are now more dangerous and more tanky, and now have their own unique Hard Mode patterns.<br />
<br />
* Fixed a bug where gamepad/keyboard aiming of melee primary weapons didn't really work because it wasn't using the mouse version's rule of "always act like it has at least 30 range for angle computations".<br />
** Thanks to Cinth for reporting.<br />
<br />
* Improved the responsiveness of gamepad/keyboard firing to aim in the direction specified even for the first shot (which previously tended to go towards wherever you were facing before pressing the button).<br />
<br />
== Version 1.012 ==<br />
(Released February 2nd, 2016)<br />
<br />
* Got rid of the diagonal wall smoothing from the prior version. Two or three days of working on that and it's just not tenable.<br />
** Thanks to Cinth and ghoti221 for reporting.<br />
<br />
== Version 1.011 ==<br />
(Released February 2nd, 2016)<br />
<br />
* New enemies, Viper, Vicious Viper, and Deadly Viper integrated. Vicious starts seeding on floor 3. Deadly starts seeding on floor 5.<br />
** Thanks to Ptarth for creating these enemies!<br />
<br />
* Player collision with angled walls is now a lot smoother.<br />
<br />
* Starward Rogue has now been migrated to Unity 5.3.2, up from version 4.7 just a week or so ago. We are moving to Unity 5 with our next project, and thus we finally had a reason compelling enough to upgrade our unity 3D licenses. With that it thus made sense to also get Starward Rogue on the very latest and greatest.<br />
** Overall this doesn't make a whole lot of difference to the game itself, to be honest. But it may have some slightly better compatibility on linux and osx.<br />
<br />
* One new benefit of being on unity 5 is that the game now is able to lock the cursor to the window when you are playing in windowed mode or on fullscreen in multiple monitors. This unfortunately only works on linux and windows for some reason (this is the stated support level in unity 3d), and on windows it's still possible to grab the title bar and the other resize bar bits. But it's still vastly better than before.<br />
** We have it set so that it doesn't lock your cursor until it detects a keypress inside the game itself, and it disables itself if you open the menu or hit the cancel button.<br />
<br />
* The hitboxes for all the mechs are now half as large as they were before. This is more in line with most SHMUPs and Isaac and a number of other games, and allows for more precision play.<br />
<br />
* Updated the Demesne enemy substantially in order to make it both use higher-performance shot logic as well as not use so incredibly many shots. It was definitely a big drain on performance in any room it was in.<br />
<br />
* A completely new variant of Shred Guardian has been added, plus some balance fixes for the other variants.<br />
** Thanks to Ptarth for creating the new variant and providing the balance tweaks!<br />
<br />
* Added a new settings option to the extras tab:<br />
** Debug: Check XML Validity<br />
*** If this is on, then when XML files are read in it will check to see if there are any attributes that refer to nonexistent features. These generally indicate typos or other xml errors. This doubles the amount of time it takes to parse the xml, though, so it's off by default (it's still fast either way).<br />
** This solves some minor performance issues introduced in version 1.010 when this was added. However it's not related to the overall larger hitching.<br />
** A bug relating to this has also now been fixed that was wasting about 50MB of RAM, and this bug may have been the cause of the overall hitching we started seeing in 1.010.<br />
<br />
== Version 1.010 ==<br />
(Released January 30th, 2016)<br />
<br />
* The way that the completion percentage is calculated has been massively updated to now include your perfections against bosses, your wins with incredibilities, and so on.<br />
<br />
* The full 7-floor runs now unlock after 3 runs rather than 10.<br />
** We originally did it as 10 because another popular game in the genre does that. But lately we've been getting frustrated at how long it takes before players are even able to see that awesome content that comes after beating The Warden three times. For a youtuber or a twitch streamer it's really quite a time investment to even consider it.<br />
** Thanks to dfinlay for giving us the kick in the pants to actually make the shift, though. :)<br />
<br />
* Fixed a scripting mistake on Cheapskate.<br />
** Thanks to sherpajack for reporting.<br />
<br />
* Added an attribute to entity nodes: frequency_in_enemy_seeding (int, default 100)<br />
** this is actually an alias to frequency_in_item_pools, which now also impacts normal enemy seeding frequencies, but this name would make more sense in the xml for enemies<br />
<br />
* Fixed a bug where the "win run having held incredibility X since Floor 1" achievements weren't working because they were requiring you to pick the item up on Floor Zero... um, yea, sorry.<br />
** Thanks to Soupinator for reporting.<br />
<br />
* Fixed a bug where the statistics window wouldn't respond to the Cancel or OpenMenu keybinds, and thus couldn't be closed via controller.<br />
** Thanks to Reath for reporting.<br />
<br />
* Now if you somehow get stuck completely outside the room's boundary rectangle it will gradually bump you into it, to avoid it being a bricked run.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Fixed a bug where in the rare cases that floor generation just couldn't come up with something after a hundred tries, you could get a partial run generated but not the whole thing. Now in those cases it just rerolls the whole dungeon, and keeps jolly well doing so until it finishes one properly.<br />
<br />
* Fixed a bug where floorgen would sometimes allow mismatched door connections, which could leave you stuck in a wall if you went through one. Now it throws those floors back.<br />
<br />
* Now when you use a mysterious circuit you didn't know about yet it displays a message in the upper-left with the name and description of the now-known circuit.<br />
<br />
* Setting a bullet pattern loop's iterations to zero just has it never execute its body now, instead of acting like iterations="1".<br />
** Thanks to ptarth for suggesting.<br />
<br />
* Halved the frequency at which Tiny Transport seeds.<br />
* Further reduced the frequency at which Tiny Transport seeds. They should be pretty rare now. Slightly reduced the amount of drops each one can give. Credit Tiny Transport now drops 3 credits per drop in order to balance the usefulness of its drops compared to the other two varieties of ship.<br />
** Thanks to Dfindlay and Amitiel for the feedback.<br />
<br />
* Now when the game is loading xml content, it checks afterward to see if there's any data (specifically, attributes) it didn't use, and if it finds any it fusses in a short message in the upper-right message log and dumps the details to UnrequestedXMLAttributes.txt<br />
** Bear in mind that the message log doesn't show on the title screen, but does show on the file select screen.<br />
** Thanks to ptarth, zharmad, Misery, and many others for inspiring this change.<br />
<br />
* The text shown near the top for active probations has been cleaned up to not have stray zeroes and weird descriptions and so on.<br />
<br />
* Some updates have been made to the input handling to fix an issue where the custom dead zones were apparently not being properly applied to the left and right thumbsticks in all cases, particularly on linux -- but in general possibly on most cases where xinput is not being used.<br />
** Thanks to HerrGnatz and PoloBaquerizoH for reporting.<br />
<br />
* Added a new Shred Guardian courtesy of community member ptarth.<br />
<br />
* Fat Bullets is now Precision Ammo - Bullets are 25% smaller but also deal 20% more damage.<br />
<br />
* Enormous Bullets is now Contaminated Ammo - Bullets poison enemies for 50 damage over 2 seconds.<br />
<br />
== Version 1.009 ==<br />
(Released January 28th, 2016)<br />
<br />
* Expanded the new "does not block sight even though it blocks pathing" thing to a bunch more room features; the enemies may not actually be able to _hit_ you while you're hiding behind that laser emitter, but they can try. And have a much better chance than if you were actually behind a solid wall.<br />
<br />
* Added new attribute to the bullet pattern "loop" node: take_pants_off_head (bool)<br />
** This suppresses, for this loop tag, the longstanding (all the way back to TLF) bug where on iterations after the first it would often skip the first action in the loop.<br />
** For the less sarcastic content contributors, you can use an alias for this new attribute: suppress_loop_bug<br />
** This defaults to false because many of the existing loop tags would cause infinite-loop behavior if the bug were fixed for them.<br />
** Thanks to ptarth, Misery, and others for reporting.<br />
<br />
* Added stats for how many runs until you unlock 7-floor runs, and for which incredibilities you've won a run while holding.<br />
<br />
* Energized Glass Hull is now disabled (likely to be removed unless it it re-worked). <br />
** New Incredibility - Corrupting Power : Gain a high amount of max energy and you will regenerate energy over time... but at what cost? ;)<br />
<br />
* A new "metal grinder" deadly pursuer enemy has been added to the game.<br />
** Credit to community member ptarth for yet another awesome creation.<br />
<br />
* A new "Tiny Transport" enemy has been added to the game.<br />
** Tiny Transport. These are kind of like the health and potion gnomes from Golden Axe; the more hits you can get in on them before they explode, the more drops you get.<br />
<br />
* A number of OSX controller incompatibilities (and linux ones as well) should now be solved. We had not noticed that were were a preponderance of preprocessor compiler directives in the InControl code, rather than using Application.platform. Given we compile on windows, this created a problem. We've shifted everything over to be compile-computer-agnostic, so presumably those issues (they were actually missing bindings) should be fixed.<br />
** Please do let us know if this doesn't do it, though. We haven't actually had a chance to test it out in the situations that were an issue before. It's been a... trying... day.<br />
** Thanks to Sounds, Sounds of Silence, beatnikbedlam, lessster, and RuySan for reporting.<br />
<br />
== Version 1.008 ==<br />
(Released January 27th, 2016)<br />
<br />
* Kill tracking for multi-stage entities now only happens when the final stage dies, and it tracks under the first stage's name.<br />
** This avoids a problem where you got "credit" for killing a boss when you'd only killed the first stage, even if you then died before winning the fight.<br />
** Thanks to Danjuro for inspiring this change.<br />
<br />
* Fixed a bug where the difficulty of the tutorial was being set according to the last run of the test chamber (which is basically just for devs and modders), and since the tutorial is the first thing that runs when you start a new file it could result in all your new files being set to Misery difficulty without you realizing it.<br />
** This may have only impacted a certain developer who was wondering why he was suddenly so bad at this game.<br />
<br />
* The game is now way more aggressive about using different room scripts for rooms of the same general type, until it runs out of "new" ones and then it just starts over.<br />
<br />
* The energy bar in the lower-left now shows your actual current and max amount of energy.<br />
** Thanks to Ljas for suggesting.<br />
<br />
* Now any inventory item type (missiles, energy, etc) that has a maximum cannot have that maximum modified below 1. Otherwise when it hit zero it just becomes "no max" and doesn't work right.<br />
** Thanks to Nargasse for reporting.<br />
<br />
* The minimap now doesn't show icons for missiles or credits left in a room if you're at max capacity for those items.<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Fixed a bug where weapons with shots_per_salvo > 1 and placed in a system offset would not properly offset the secondary shots.<br />
** Thanks to ptarth for reporting.<br />
<br />
* There's now a short "Victory!" display after you win a run, followed by a fade to black, rather than dumping you straight to the menu when the last floor boss dies.<br />
** You are invincible during this time.<br />
** Thanks to Ljas and zharmad for inspiring this change<br />
<br />
* Keyprentice is now on level 3 instead of level 9, and it now only gives you 5 keys instead of 10.<br />
** Keymaster is now on level 8 instead of level 10, and now only gives you 20 keys instead of 50.<br />
** Thanks to zharmad for suggesting.<br />
<br />
* When we updated the game to the new version of Unity, apparently it switched our fullscreen mode into windowed borderless instead of true fullscreen mode, which performs worse. It now runs in true fullscreen mode again.<br />
** Thanks to Soupinator for reporting.<br />
** Also thanks to his workaround for v1.007: "Current workaround: use -force-opengl in the command line, since fullscreen is only broken in the Direct3D renderer, but this makes the graphics a bit fuzzy."<br />
<br />
* In an effort to make sure you actually see the various items we worked so hard to make, and to make getting loot more exciting:<br />
** Your base chance to get loot after winning a room is the same, but each time you fail the roll it goes up for next time until it succeeds.<br />
** When room-win loot would give you a consumable item (as opposed to a minor item), at various intervals it will instead give you a main-weapon, energy-weapon, or power-up item. Those intervals are randomized but controlled to ensure some rate of each.<br />
** When seeding from many of the significant item pools, the game's now fairly aggressive about not seeding the same thing more than once when there are still things that haven't been seeded. When it runs out of choices under this rule it starts over for that (group of) pools.<br />
** When you open an unlocked chest, you have a small chance of getting loot from the locked-chest pool. If this roll fails the chance goes up for next time until it succeeds.<br />
** The game is now much more aggressive at making sure it seeds all of the available reward/shop rooms before it goes back to ones it's already seeded in that run.<br />
** Thanks to Misery, Wingflier, evilution, zharmad, Matruchus, and others for inspiring these changes.<br />
<br />
* The max-health reduction from losing a condemned room or from buying an item with health are now applied after the difficulty-based health multipliers, so they don't cause greater-than-expected losses on lower difficulties.<br />
** Thanks to Jacic for reporting.<br />
<br />
* XP yield from depositing credits at a console is now multiplied by floor number, as with other XP gain.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Added a button to the test chamber screen that tries to open the Starward Rogue wiki in your browser.<br />
<br />
* Now when you have the steam overlay active, the game pauses in the same way as when the escape menu is open.<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Now when a room script is flipped on either the x axis or the y axis (but not both), any entities with passive_rotation_speed in the room act as if that value's sign were flipped.<br />
** Thanks to Tornis and Pepisolo for reporting.<br />
<br />
* The visuals for caltrops and floating debris have been updated to be a lot more visible, since some folks were having trouble seeing them.<br />
<br />
* The normal enemy health bar is now at the top where the boss health bar is (if both are shown, the non-boss one goes lower).<br />
** This also means the normal enemy health bar doesn't block other tooltip info from showing, and vice versa.<br />
** Thanks to Castruccio and zharmad for inspiring this change.<br />
<br />
* Brute now only grants a 10% bonus to attack power, not a 20% bonus. That was getting to be a bit overpowered.<br />
<br />
* The costs of items in the health sacrifice shops are now much more substantial, since the overall amounts of health players have these days is a lot higher and thus these were way too cheap to get.<br />
** Anything that cost 3 before now costs 7, things that cost 2 before now cost 5, and things that cost 1 before now cost 3.<br />
<br />
* Sideshot no longer seeds until you are two floors down.<br />
** Thanks to nas1m for reporting.<br />
<br />
* The term "reload time" has uniformly been changed to be "fire rate." Before both terms were used, which was confusing.<br />
** Thanks to Tornis for suggesting.<br />
<br />
* In recent builds, Terror Bubbles were just sitting there on Normal difficulty and down, because they had no weapons on those difficulties. Fixed!<br />
** Thanks to Cinth and Nova225 for reporting.<br />
<br />
* The impassable glass blocks that you can shoot through now no longer block line of sight.<br />
** Note: this won't help with rooms you've already entered, because the data is set up when the block is spawned.<br />
** Thanks to crazyroosterman and Misery for reporting.<br />
<br />
* Now if you've picked up an incredibility, and you pick up another, the first is dropped on the ground.<br />
** Thanks to Misery for suggesting.<br />
<br />
* The fire left by your mech when you have a hotrod system is now much larger, thus looking more interesting.<br />
<br />
* The game now uses a scaled radial dead zone of 0.25 for all analog input thumbsticks, which means that they should all "just work" now.<br />
** This is the same as they had prior to us moving to the more recent InControl asset, which was using 0.2 instead and was using an inferior algorithm.<br />
** This in particular should patch up the XBox 360 controllers that are a little worn. If any of them still have trouble, then there are now sliders inside the main Game tab of the settings window that allow you to adjust these to the needs of your particular controller.<br />
** Thanks to [ES.GR] Ziltoid Le Muet (Cpl), Sounds, lessster, Invader Xom, Rhakyr, Castruccio, beatnikbedlam, and Apathetic for reporting.<br />
<br />
== Version 1.007 ==<br />
(Released January 26th, 2016)<br />
<br />
* Fixed a bug where bouncing mines had a different damage type (Ballistic) than stationary mines (Explosive), and thus stuff that gave immunity to explosive damage didn't protect you from bouncing mines.<br />
** Thanks to waylon531 for reporting.<br />
<br />
* Now when you press E to level up, if there are any more of those big central screen messages still showing they're cleared so they don't get in the way of the level up display.<br />
** Thanks to Moonshine Fox for inspiring this change.<br />
<br />
* Made the glass pots no longer shootable by enemies.<br />
<br />
* There will no longer ever be more than one Sideshot seeded per room, thanks to a new never_seed_more_than_one_per_room flag on it.<br />
** This flag is ignored on Misery difficulty, so you can run into really brutal groups of enemies there still.<br />
** Thanks to nas1m for suggesting.<br />
<br />
* The game now properly uses aliases for some of the common center-gamepad buttons so that they all map the same way across gamepads. Aka the Menu button on the XBox One controller is the same as Start on the 360. And the View button on the XB1 is the same as the Back on the 360. That way you don't have to change your default mappings around to get those to work. Start and Select also map to those, respectively, for usage on PS3 controllers and similar.<br />
** In the past this was set up for the 360, but with the prior version we inadvertently set this up for the XB1 so that the 360 then required a remapping to a control icon that looked identical. No longer!<br />
<br />
* In windows, the game now uses XInput rather than the default wrappered unity input. This fixes a few lingering issues with the triggers on the xbox one controller in windows only (they were fine in other OSes as of last version).<br />
<br />
* The game now allows you to back out of most windows using the menu button as well as the cancel button. This has been requested for a while, actually, and isn't related to the new input interface.<br />
<br />
* Fixed up the way that the hitting escape/B/cancel to get out of the game at the main menu was not working properly in the prior version.<br />
<br />
* Fixed a number of bugs relating to the virtual gamepad cursor in the escape menu selecting the wrong thing.<br />
<br />
== Version 1.006 ==<br />
(Released January 26th, 2016)<br />
<br />
* Added new toggle to extras tab of settings window: Always Use OS Cursor<br />
** If this is on, the game never uses the gamepad "virtual cursor" even if the gamepad is in use.<br />
** Thanks to Saphirahk and nas1m for inspiring this change.<br />
<br />
* Now if the revealed minimap is so big that it overruns its borders on the escape menu, it is scaled down to at least roughly fit within it.<br />
** Thanks to Tolc for reporting.<br />
<br />
* New "Gemini siblings" enemies from community member zharmad!<br />
<br />
* Fixed a bug where shopkeeper kills were not checked for achievements because it never did the room-win logic for shops.<br />
** Thanks to Matruchus for reporting.<br />
<br />
* Fixed a bug where one of the three code-branches that checks for waking the shopkeeper was checking the thing doing the damage rather than the shopkeeper for the waking-immunity to stuff not directly fired by the player.<br />
** Thanks to Reinhark, Cinth, and Matruchus for reporting.<br />
<br />
* Fixed a null exception that could occur shortly after loading a save.<br />
** Thanks to Danjuro for reporting.<br />
<br />
* Changed the logic of using keycards to unlock all doors in the room on the other side, rather than just the door facing you.<br />
** Otherwise a shop/item-room/etc that was locked could take two keys to get "through" to the other side, and if there was literally only one available and that was between you and the boss, well...<br />
** Also changed mapgen logic so that the next-to-start item room which often spawns cannot be locked, as that can cut off other areas of the map.<br />
** Thanks to SourKiwi for reporting.<br />
<br />
* Fixed a bug where the cryofreeze and other aoe effects would try to affect invincible stuff like caltrops.<br />
** In the case of cryofreeze, this could mean a lot of unnecessary sound effects.<br />
** Thanks to dumpsterKEEPER for reporting.<br />
<br />
* Fixed a bug where the "if you destroy a health shard block in a room adjacent to an unknown secret room, reveal that secret room instead of spawning the health shard" logic was instead checking for _known_ secret rooms. Cute.<br />
** Also, now when you enter a room bordering an unknown secret room, and the room you're entering has no heath-shard blocks (that normally reveal the secret when you blow them up, if there is one to reveal), it tries to convert a normal bombable block to one of those.<br />
*** If it fails to do that, it just reveals the secret room(s).<br />
** Thanks to nas1m, Watashiwa, and many others for reporting the frustration with secret rooms not being revealed.<br />
<br />
* Now when the game is seeding pickups that go in your main gun, energy, missile, or attachment slots it will never pick what you've already got equipped at the time of the seeding.<br />
** Thanks to TheVampire100 for inspiring this change.<br />
<br />
* New enemy "Demesne" added<br />
** This is another "Fearsome" type of foe... be careful around this guy!<br />
<br />
* Fixed a potential null exception bug when starting up the game.<br />
** Thanks to mrhanman for reporting.<br />
<br />
* Backfire now always uses BOTH of it's phases instead of randomly skipping to the second one.<br />
** It also now has more HP in both phases<br />
<br />
* Now the game tracks when you pick up multiples of the same powerup (for instance, level up perks that may be picked multiple times) and displays x2, x3, etc to show that.<br />
** This won't show that for powerups picked up multiple times in older saves because it wasn't tracked.<br />
** Thanks to Kevin Feederline, FroBrodine, and waylon531 for suggesting.<br />
<br />
* Fixed an issue accidentally introduced in version 1.005 where you could only pick up perks of each type one time, which would lead to blank perk selection screens on later levels.<br />
** Thanks to Reinhark for reporting.<br />
<br />
* ItemGainChanceOnEnemyKill and ItemGainOnEnemyKill modifiers now only proc against Ship entities; so not shots or obstacles.<br />
** Thanks to nas1m for reporting.<br />
<br />
=== Keyboard / Gamepad Controls Updates ===<br />
<br />
* Updated the game engine to Unity 4.7 instead of 4.6.7.<br />
** We generally try to avoid doing engine updates unless there are benefits or bugfixes that actually impact us. Past experience has taught us that new engine bugs appear unannounced, and we prefer to avoid those when possible by staying on known-stable versions until we need to not.<br />
** That said, this new version seems to be stable, and also is required in order to support the new InControl plugin.<br />
<br />
* We have completely gutted the underlying gamepad support and rebuilt it from the ground up with the InControl asset store plugin as the underlying basis for it.<br />
** This solves the XBox One controller compatibility issues, as well as making default bindings for the playstation 4 controller and many other main controllers now automatically kick into place.<br />
<br />
* The "Fire Up" and "Fire Up (Alt)" keybinds (and their down, left, and right counterparts) now cause your energy and missile weapons to target that direction too, even if normally they would target the mouse cursor.<br />
** Thanks to dfinlay for inspiring this change.<br />
<br />
* There is a new Debug: Show Gamepad Raw Inputs option in the extras tab of the settings menu.<br />
** If this is on, then any detected raw input from your gamepads will be shown on the left side of the screen. Useful for debugging but not much else.<br />
<br />
* The confirm popup now supports gamepad left-right (on either the dpad or the analog stick) to switch between the buttons, and the execute button to simulate a click on the highlighted button.<br />
** Thanks to Cyprene for inspiring this change.<br />
<br />
* Note: these changes have caused us to need to reset all of the existing key bindings to their defaults. If you had custom mappings you will need to remap those. Apologies!<br />
<br />
== Version 1.005 ==<br />
(Released January 25th, 2016)<br />
<br />
* Now when you use the in-game delete function on a file slot, it actually replaces that file with a very small file (just containing the text "deleted") which the game treats as an empty slot.<br />
** This way, steam cloud will not "helpfully" immediately repopulate the save file.<br />
** Thanks to ProfessorPaul1290 for reporting.<br />
<br />
* Now if you get a corrupt save message you have the option (again, removed late in alpha) to keep or delete.<br />
** If you delete, it actually copies it to a backup location and overwrites the slot with a small file that the game will treat as empty but the steam cloud will not automatically copy back over.<br />
<br />
* The perk screen now continues showing the previous HUD (for stat info).<br />
** Thanks to robdon for suggesting.<br />
<br />
* The knockback_resistance stat now also applies to weapon kickback.<br />
<br />
* The RedShift mech now has full immunity to both kickback and knockback.<br />
** Thanks to Apathetic for inspiring this change.<br />
<br />
* set disappears_if_room_left to true on the antigravitate blockage shards<br />
** Thanks to Apathetic for inspiring this change.<br />
<br />
* The boss "Backfire" is now active!<br />
** This has been completely redone from the ground up from what it used to be in the alpha. Be ready to deal with it's minions!<br />
<br />
* The Warden no longer falls asleep during phase 4 of it's attack<br />
<br />
* Fixed a bug where the recently added "missiles destroy shootables without them morphing into their more-damaged states" logic was causing the pathfinding-block on shootable-A and shootable-B objects to not be cleared when they died (because it was only being cleared when the C stage died, and that was being skipped).<br />
<br />
* Fixed a bug where OnRoomSwitch effects could fire when switching from an old run to a new run.<br />
<br />
* Fixed a bug where OnRoomSwitch effects that reduced hull health on the player would not actually do any damage due to the "invincible until leaves the doorway" logic.<br />
<br />
* The Medical Emergency pickup now only does its damage when you enter a room for the first time, not every time you switch rooms.<br />
** Thanks to The Hunter for inspiring this change.<br />
<br />
* The Impatience level-up perk now won't show up on the perk menu if you are already on the last floor of the run.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* The minimap icon for major item rooms and health storage rooms now disappears if you've entered the room and there are no pickups on the floor.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Fixed a bug with QuadEE/ZMC_GlassPipes. It was possible to get a Pearl trapped inside of Glass Unbreakable blocks, which made it not shoot or be killable, making the room unexitable.<br />
<br />
* Pearls now wake on being shot.<br />
** Thanks to Apathetic, Cinth, Paladinlord10, and Watashiwa for reporting.<br />
<br />
== Version 1.004 ==<br />
(Released January 23rd, 2016)<br />
<br />
* The minimap on the escape menu now has mouseover tooltips on the individual rooms.<br />
** The tooltip also lists any items on the ground in that room, if you've been there before.<br />
<br />
* Fixed a bug where a familiar that was supposed to only be for that room would respawn if you spawned it, left before it died, and deployed another familiar.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Put in further logic to prevent shopkeepers from being aggroed (or damaged) from sleep by anything other than a player-directed shot.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Fixed a bug where chests and other animated "special objects" spawned after room completion were not having their animators set up and thus were invisible (until opened, in the chest case).<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Enemy Spawners now explode when the room is cleared.<br />
** Thanks to ptarth for inspiring this change.<br />
<br />
* The width of columns on the Statistics screen has been broadened to accommodate some of the item names being longer than they were when that screen was set up.<br />
** This also prevents the close button from overlapping the next page button.<br />
** Thanks to robdon for reporting.<br />
<br />
* Added a "Fire Main Gun" key bind, replacing the hardcoded "hold down left mouse to fire main gun" logic.<br />
** Thanks to Cyborg for suggesting.<br />
<br />
* Fixed a bug where the 5-familiar achievement was counting some familiars twice (or after they died).<br />
** Thanks to Apathetic for the report and save.<br />
<br />
* Fixed a bug where occasionally a direct-fire shot would be fired as if it were "leading" the target.<br />
** Thanks to Misery for reporting.<br />
<br />
* Fixed a bug where the logic for resetting your position after dying in the tutorial was not reopening the doors, and thus causing you to be stuck there on the threshold of the door, if you entered through one.<br />
** Thanks to Arnos for reporting.<br />
<br />
* The game is now set to internally use the en-US format, so that hopefully those using other languages on the linux platform won't have to use the workaround of launching the game with the LC_ALL=C %command% or LANG=en_US %command launch option on.<br />
** Thanks to lessster for reporting.<br />
<br />
* Now the boss intro only has the boss go halfway across the screen, and then scale up to dominate the screen before fading out.<br />
** Thanks to Omgaar for inspiring this change.<br />
<br />
* The default Steam controller recommendation should is now 'Gamepad' instead of "Gamepad with high precision camera/aiming"<br />
** Thanks to death2cupbots for reporting.<br />
<br />
== Version 1.003 ==<br />
(Released January 22nd, 2016)<br />
<br />
* Fixed a rather serious bug in the last version that was causing the player to not be able to move upon entering rooms. Err... yeah, not sure how that slipped past us. Real sorry about that. We are very tired and clearly should not be making major changes right now. Thanks for understanding!<br />
** Thanks to Isaac, Cyprene, waylon531, Apathetic, and tupelocase for reporting.<br />
<br />
* The banshee now is more aggressive with its counterattacks again. Not so much as pre-1.0, but still a lot more than in 1.0.<br />
<br />
== Version 1.002 ==<br />
(Released January 22nd, 2016)<br />
<br />
* Fixed a bug where you could fire your weapons during just-entered-room invincibility.<br />
** Thanks to Moonshine Fox and others for reporting.<br />
<br />
* The text list of powerups at the bottom right of the escape menu is now a row/grid of icons with mouseovers for the names/descriptions.<br />
** Thanks to Apathetic and donblas for inspiring this change.<br />
<br />
* A new music track has been composed for the game! FTB 629<br />
<br />
== Version 1.001 ==<br />
(Released January 22nd, 2016)<br />
* The game will no longer seed secret rooms "from" shop, item, miniboss, secret, starting, or condemned rooms to avoid doors that look like they go to nowhere, or cannot be revealed.<br />
<br />
* Fixed a longstanding bug where secret rooms were requiring a 2x2 free space on the grid instead of 1x1.<br />
<br />
* Extended the destroy-enemy-shots-on-room-clear logic to continue clearing enemy shots from the room afterward instead of just once, as there are a few things that can continue to emit shots.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Updated the changelog to point to this new page.<br />
<br />
* Fixed up a mouse input issue that was a recent consequence of a perhaps-foolish major fix to some really unusual gamepads last night, which then broke mouse support for some folks with trackpads. The new system should work for everyone, as it is more unified and gets rid of some of the legacy input code that has been weighing down the button clicking for some time now.<br />
** Basically unity has an "input" way of handling clicks and such, and a "gui" way of doing it. We used to do a hybrid of both. Now it's all the "input" type, which is better for a lot of reasons.<br />
** Thanks to nas1m for reporting.<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Early Alpha Release Notes]]<br />
<br />
.<br />
<br />
.<br />
<br />
[[Starward_Rogue:Main|Starward Rogue Main Page]]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.0_Release_Notes&diff=28157Starward Rogue:Post-1.0 Release Notes2016-04-30T19:09:37Z<p>Zogheen: Protected "Starward Rogue:Post-1.0 Release Notes" ([Edit=Bureaucrats Only] (indefinite) [Move=Bureaucrats Only] (indefinite))</p>
<hr />
<div>== Version 1.019 ==<br />
(This isn't done yet, we're still working on it.)<br />
<br />
* New Hotrod SFX, and a added particle effect.<br />
<br />
* Upped Miniboss HP, 10% across the board.<br />
<br />
* Miniboss Tri has been significantly improved, including Hard, and Misery mode versions.<br />
<br />
* Fixed the Nanite Leeches not appearing in the GUI, once picked up.<br />
** Thanks to logorouge for reporting!<br />
<br />
* More new SFX for Crystal Mother, Spiders, Amberbarrage, Crossclaw, and RearBurstTurret. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Changed the Redshift Mech starting secondary to the Precision Railgun.<br />
<br />
* Updated the Reaper's Misery mode version.<br />
<br />
== Version 1.018 ==<br />
(Released March 28th, 2016)<br />
<br />
* Fixed a bug where homing weapons (especially ones with a homing delay) could wind up homing on the invisible bouncing mine emitters.<br />
** Thanks to Pepisolo for reporting.<br />
<br />
* Fixed a few problems with the FamiliarFollower logic that was making it rubber-band back and forth between the player and the enemy, etc.<br />
** Thanks to Pepisolo and ptarth for reporting.<br />
<br />
* Fixed a bug where a system with homing and a bullet pattern would allow the homing to work on the initial firing (it was correctly not trying to home after that; bullet patterns override homing until the pattern expires).<br />
** Thanks to Pepisolo for reporting.<br />
<br />
* Tweaked the following consumables: One Way Barricade (shot change), Tactical EMP (tweaks), Ricochet Circuit(now last for a whole floor), Stim Pack(now last for a room), Overheating System(tweaks and now last for a room), Overloading Circuit (duration increased to 30 seconds), Energy Boost Circuit (now plus 20 energy), Siphoning Circuit (new you lose 20 energy), Supernova (larger AOE on explosion, needs more work, though), Ludicrous Speed Circuit(made the speed increase more ludicrous), Carnage (upped duration to 15 seconds), AllTheRockets(increased duration to 30 seconds), ShieldsDown (increased duration to 30 seconds),Code Annihilate(slight damage increase),Code_Overdrive(increased duration to 15 seconds),Code_Defend (now last for a room), SignalTriangulator(This now reveals the boss room rather than teleporting you straight there), Beaming Probe and Incinerator Probe (tweaked to be more useful), OrbitingBattleStation (now fires multiple shots), all consumable sentries now block shots but they have limited health.<br />
<br />
* New consumable item Wormhole Journey added.<br />
<br />
* New consumable item Anomaly Detector added.<br />
<br />
* Changed Autocannon Minibot to a use the FamiliarFollower (pathfinding) behavior.<br />
<br />
* New BullRush,BullDog, and Battleswarm SFX. New Spine Ballista SFX. Fixed Pressure Shotgun audio typo. Thanks to Goldenwolf for helping me with this!<br />
<br />
== Version 1.017 ==<br />
(Released March 17th, 2016)<br />
<br />
* PathfindingAttacker enemies now update their paths more frequently.<br />
** Thanks to Pepisolo and ptarth for suggesting.<br />
<br />
* Tweaked the Riot Suppressor for performance and balance. Shots no longer pierce walls. Slight damage decrease.<br />
<br />
* Improved the Hunter Killer weapon.<br />
<br />
* Overhauled the SerratedSpineLauncher. It now causes toxic bleeding.<br />
<br />
* Overhauled Purifying Nova. It's a lot more visually satisfying now, and also clears enemy shots.<br />
<br />
* More SFX work. New Fencing Needle and Caliburn SFX. Added new Paragon, Reaper, Bastille, Arcoris, Hunter and Tri SFX. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Fixed a bug where not setting modifiers_applied_to_nearby_entities_max_simultaneous_affected (thus leaving it at the default of zero) would cause NearbyEnemies modifiers to never be applied to anything. Now the default functions as "no limit".<br />
** Thanks to ptarth for reporting.<br />
<br />
* Added to system:<br />
**deflected_shots_inherit_speed (bool)<br />
***only meaningful if deflects_shots is true, makes affected shots go the same speed as the shot deflecting them<br />
**deflected_shots_inherit_angle (bool)<br />
***only meaningful if deflects_shots is true, changes the angle of affected shots to match the shot deflecting them<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* Preliminary Hard and Misery mode Hunters added, although more work is needed. More Hunter tweaks.<br />
<br />
* Fixed some missing SFX caused by typos.<br />
<br />
* Glass walls and disrupted regenerating walls no longer cause shot-spawn to be offset from them, since the shots can pass through them anyway.<br />
** Thanks to samnainocard and Pepisolo for reporting.<br />
<br />
* On system, added:<br />
**shot_homing_delay (float)<br />
***if set, the shot won't start homing until this many seconds after spawning<br />
***only meaningful when combined with shot_homing_range<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* Fixed a bug where cue_time > 0 would prevent shots_per_salvo > 1 from having any impact (it would just fire one shot).<br />
** Thanks to ptarth for reporting.<br />
<br />
* Kickback now happens after cue-time is complete, and after all shots in the salvo have been fired.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Adjusted the upper-left "Main Menu" label on the "after loading a file slot" screen to match the position of the "File Select" label on the previous screen.<br />
** Thanks to kingisaaclinksr for reporting.<br />
<br />
* Removed support for "periodic movement modes" because, though spec'd out and implemented in some detail during development, they were never actually used in the released game and are generally very buggy. Whatever we might want to do using these could instead probably work via movement controlling bullet patterns, etc.<br />
<br />
* Now that folks have had a chance to get used to the weird test-chamber button order of "[Cancel] [OK] [BLANK] [Wiki]", we're switching it to the more reasonable but now strange "[Wiki] [Blank] [Cancel] [Okay]".<br />
** Thanks to ptarth for suggesting.<br />
<br />
* New main weapon Smart Gun added.<br />
<br />
* Two new varieties of Bulldog and Bullrush added.<br />
<br />
* Added Banshee performance improving flag.<br />
<br />
* Changed any "ammo" references when referring to energy weapons to "energy".<br />
<br />
* Weight Optimization reworked to modify enemy movement speeds.<br />
** Thanks to Discotech and logorouge for reporting.<br />
<br />
* Added two more Arcoris variations.<br />
<br />
* Tweaked some of the guns. Fixed a missing Cluster Launcher mech gun image.<br />
** Thanks to Goldenwolf for the feedback!<br />
<br />
* Improved the Nanite Leeches to have more presence. It now fires 8 homing leeches.<br />
<br />
== Version 1.016 ==<br />
(Released March 8th, 2016)<br />
<br />
* More SFX work. New Incinerator, Twin Machineguns, Precision Railgun, Splitfire Cannon, Venomous Stinger, Riot Suppressor, NarcoStinger, BoomerangNeedler,TorpedoCannon, Deleter,HolyFire, HunterKiller, GravityCannon, Corona and Detonating Rose explosion SFX. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Improved handling of ricochets to avoid cases where shots just disappear on hitting a wall.<br />
** Thanks to ptarth for extensive testing and feedback on this.<br />
<br />
* Turned the Hornet Nest SFX volume down a bit. Also did the same for the Guardian Gun, Fragment Cannon, Cluster Launcher, Phaser and the Translocator.<br />
** Thanks to Krysle Quinsen, Econael, and Crolley for the feedback!<br />
<br />
* Fixed a bug where your familiars could auto-target bouncing mine emitters, which are invisible and can't be hit anyway.<br />
** Thanks to Pepisolo and Solar Marine for reporting.<br />
<br />
* Fixed a bug where familiar-based weapons couldn't harm wake-on-shot enemies (like facerippers) at all, even after the enemy was awake.<br />
** Thanks to crazyroosterman, Cinth, and Pepisolo for reporting.<br />
<br />
* Increased Guardian Blaster width. Tweaked Raincannon colour. Tweaked Suppressor shot size and colour. Improved the Grapeshot. Now fires a burst of shots. It's now a limited ammo, but high power weapon. Tweaked Precision Railgun. Improved the Splitfire Cannon. Also improved Narcotics Stinger.<br />
<br />
* Overhauled Venomous Stinger. It now infects enemies, and infected enemies explode into a pool of venomous sludge upon death.<br />
<br />
* Made it very unlikely to slide through a one-way tile next to a wall by running into the wall.<br />
** Thanks to Pepisolo and ptarth for reporting.<br />
<br />
* Put in some code to hopefully prevent some issues with loading sounds in some cases.<br />
** Thanks to Econael, Amitiel, and samnainocard for reporting.<br />
<br />
* Some mapgen-related error messages are now silent log entries because there's already recovery mechanisms in place to make sure the player gets a fully formed dungeon.<br />
** Thanks to TuxedoBra for reporting.<br />
<br />
* Changed various items from "add/subtract missiles/energy/whatever at a massive rate for a very short period of time" behavior to simply adding/subtracting a large amount, so that the effect would show up immediately even when you're playing RedShift and time isn't normally passing.<br />
** Notably, the missile refill effect from Arms Race.<br />
** Thanks to Solar Marine, Cinth, ventifer, and ptarth for reporting.<br />
<br />
*Added new attribute to xml schema for bullet node: initial_angle_is_absolute (bool)<br />
**makes the initial angle of the bullet not be relative either to the angle from the firing entity to the target entity or to the rotation of the firing entity<br />
**Thanks to ptarth for suggesting.<br />
<br />
* Redid Reaper Hard mode, Misery mode version also added, but this may need something a bit extra.<br />
<br />
* Fixed a bug where EntityModifierType.DoubleItemGainChance (used by "Major Coinage" and "Wishing For More Wishes") was working for all item types, not just the one specified.<br />
** Thanks to Solar Marine and ptarth for reporting.<br />
<br />
* Added new FamiliarType: PtarthianOrbit<br />
** Behaves like SimpleCircleOrbit, but doesn't try to automatically space out the familiars in a ring. 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 />
** Thanks to ptarth for inspiring this change.<br />
<br />
* Added new sub-node type for entity nodes: familiar<br />
** Basically this is like adding something to the end of the "familiars" list that's already there, but allows you to set some additional info.<br />
** Attributes:<br />
***type (entity)<br />
****the actual familiar type, same as if you'd put it in the "familiars" list<br />
***minimum_difficulty (DifficultyType), maximum_difficulty (DifficultyType)<br />
****the lowest and highest difficulty where this entry will be considered (default: always consider)<br />
***chance_out_of_100 (int)<br />
****if this is set, and set to a value less than 100, each time it considers spawning this familiar it only has this % chance of actually doing so<br />
***radius (int)<br />
****only meaningful with PtarthianOrbit, sets the radius of the circular orbit<br />
***starting_angle (float)<br />
****only meaningful with PtarthianOrbit, sets the starting position on the circular orbit, in terms of degrees around the circle<br />
***rotation_reversed (bool)<br />
****only meaningful with PtarthianOrbit (works for SimpleCircleOrbit, but is weird there), if set this makes the familiar rotate in the other direction than it would normally<br />
***override_degrees_per_second (float)<br />
****only meaningful with PtarthianOrbit (works for SimpleCircleOrbit, but is weird there), if set this overrides the speed of the orbit (which is normally based on the familiar's speed); you can use negative values instead of the rotation_reversed flag if desired<br />
***suppress_line_of_sight_check (bool)<br />
****only meaningful with PtarthianOrbit, SimpleCircleOrbit, and NormalOrbit, if set this causes the familiar to skip the normal "don't fly through walls" logic<br />
*****if you know the familiar will always be in an open space where it doesn't need to check this, or if you want it to fly through walls, this flag helps lower the CPU cost of the familiar because it's not having to do LOS checks every frame<br />
<br />
* Made the Repulsive Hornet Mine available for seeding in the game, as it was the only starting Mech secondary not to be available. Regular Hornet Mine no longer seeds as Repulsive Hornet Mine is just a much better version.<br />
<br />
* Now when you use a teleporter, instead of doing a full refresh on your familiars it just relocates the normal-ship-behavior familiars to you (the other types always orbit you anyway).<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* New shot graphic for Flamethrower type systems.<br />
<br />
== Version 1.015 ==<br />
(Released February 25th, 2016)<br />
<br />
* New Enemy Aegis added. 4 variations<br />
** Thanks to community member Hearteater for creating these!<br />
<br />
* Correct icon added for the Masochism consumable.<br />
** Thanks to ScrObot for reporting!<br />
<br />
*Orbital familiar hijinks have been sorted out. They'll fight fairly for now.<br />
** Thanks to everyone who reported for reporting!<br />
<br />
* Entities with ship_category="RandomFloatingChunksOfStuff" (i.e. antigravitate blockade shards) can no longer proc health-on-kill or item-on-kill modifiers.<br />
** Thanks to Ayrix and dfinlay for reporting.<br />
<br />
* Fixed a bug where the "kill final boss with all mechs" achievement (and similar one for super-final boss) considered the tutorial mech as in that group.<br />
** Thanks to pmkenny1234 for reporting.<br />
<br />
* Fixed a bug where progress on the "kill final boss with all mechs" achievement (and similar one for super-final boss) was not being tracked properly.<br />
** Note: if you've gotten a kill-final/superfinal-boss-with-specific-mech achievement, and you load an old save, it will update the progress tracking for these kill-with-all achievements.<br />
** Thanks to pmkenny1234 for reporting.<br />
<br />
* Starting work on the SFX overhaul (which will take a long time to complete, bit by bit). New Banshee, Anangu, Energy Shield Module, TurboBlaster, Translocator, Railgun, PhaserGun,SplinterCannon,HornetNest,GrenadeLauncher,ClusterLauncher,PoisonedKnife,GuardianGun SFX added. Thanks to Goldenwolf for helping me with this!<br />
<br />
* 14 more new rooms added.<br />
** Thanks to community member Reath for creating these!<br />
<br />
* A few of the weedier enemies in CMP_EnemyShips have been set to not seed later in the game. Facerippers, for example, seem too weak to be seeding on later floors.<br />
<br />
* Set the few reticule based items to not seed until they are overhauled as they don't work very well on joypad.<br />
<br />
* Lots of tweaks to the main gun upgrades. More main gun upgrade tweaks.<br />
<br />
* Overhauled the Disruptor energy weapon, including new SFX. It is now a shorter range spread shot that disrupts enemy movement and fire rate. The longer you hold the burst, the stronger the disruption.<br />
<br />
* Viper Difficulty Reduction<br />
** Slowed Homing Shots<br />
** Decreased Homing Shot Homing Range<br />
** Changed color patterns so that Red, BurningRed, and Purple are only on homing shots.Red Snakes = Bad Snakes!<br />
** Added Egg shot to produce the Snake Shots (previously was invisible)<br />
** Added do_not_do_rest_of_logic_on_early_death to egg shot. Kill the egg, and the baby snake dies.<br />
<br />
== Version 1.014 ==<br />
(Released February 19th, 2016)<br />
<br />
* Flame tank mech has had it's main weapon rebalanced a bit<br />
<br />
* Blade Module is now found only in the secret room, instead of the sacrifice room<br />
<br />
* Tactical Nuke now does 650 damage and a guaranteed crit<br />
<br />
* Basic Drone now costs 90 credits instead of 20<br />
<br />
* STG-4377 damage has been lowered, and it's spread has been widened, and it no longer has infinite range<br />
<br />
* Big Leaky Battery's energy drain effect is now slightly faster<br />
<br />
* MajorCoinage now has a 40% chance of activating instead of 100%<br />
<br />
* Charger's attack range has been reduced<br />
<br />
* Labyrinth's chaser shot no longer dies on contact with the player<br />
<br />
* Missiles now explode on the very first shot they hit (they should be better at deflection now)<br />
<br />
* Combat Shield's energy cost slightly reduced<br />
<br />
* Multiple exploits have been negated in the fight with Terminus<br />
** The teleporters in the room are now one-way, and you cannot wake the boss with bullets from that location, or even damage it from there; you must step out of the teleporter to wake it<br />
** In addition, Terminus is now completely invincible as long as either of it's two guardians are in the room. If you try to skip them by running through them to the teleporters, you'll permanently trap yourself in an unwinnable state. No cheating, now...<br />
<br />
* Glassbreaker's sacrifice cost reduced by 1<br />
<br />
* Incineration module damage increased to 100<br />
** It also has a damage cap though, which is also 100<br />
<br />
* Consumable "Code: Overdrive" has had it's effective duration doubled<br />
<br />
* Battalion enemy now does not spawn until floor 6<br />
<br />
* The Corrosive Drone shots were intercepting other shots making it super OP. Fixed this so that they no longer intercept other shots.<br />
** Thanks for Pardinuz for reporting!<br />
<br />
* Escape now closes the Credits window.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Now switching between a secret room and a room with door-closing enemies does not restore your shields.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
* Magnetic shot drift no longer happens in shop rooms, to avoid accidents with the shopkeeper.<br />
** Thanks to ventifer for reporting.<br />
<br />
* Three varieties of new enemy Blademorph added. Thanks to community member Zharmad for creating these!<br />
<br />
* Updated the repulsive hornet mine to a more high res shot image. Also did the same for the grenade launcher and gravity cannon shot. Added variant colour flea guard shots.<br />
<br />
* Tweaked phase 1 Invader health and revenge spawner fire rate.<br />
<br />
* Deadly Viper enemy recategorized as a Fearsome_7x7<br />
<br />
* Shred Guardians recategorized as Wanderer_3x3<br />
<br />
* Reactive Blast Module is now the Reactive Shock Module<br />
** Instead of creating an explosion, it now creates a short range shockwave to clear bullets around the player<br />
** It now also can appear in the Defensive Shop, with a credit cost of 65<br />
<br />
* Added two more varieties of Krill Spitter<br />
<br />
* Labyrinth's chaser shot can no longer be cancelled<br />
<br />
* Enemy orbital familiars no longer render before you fully enter the room, since their orbiting offsets aren't set up until after you enter and that led to them rendering in weird places.<br />
** Thanks to dfinlay, Misery, ptarth, and dumpsterKEEPER for reporting.<br />
<br />
* Fixed some annoying cosmetic things with Reaper. Fixed it so that the Hunter nets bounce off walls more reliably.<br />
<br />
* Overhauled the Narcotics Drone to be more desirable. It now attacks of its own accord and its debuffs occur more frequently.<br />
<br />
* Tweaked Narcotics Drone description. Reduced the Corrosive Drone Size.<br />
<br />
* Added a description to the Masochism probation.<br />
** Thanks to ScrObot for reporting and Cinth for coming up with the description.<br />
<br />
* Fixed the Keyprentice and Keymaster perks.<br />
** Fix provided by Cinth! Thanks!<br />
<br />
* Added new drone Kamikaze Minibot. Available from all good retailers. -- Note, Kamikaze Drone had to be pulled due to a bug. If you still want to try it out, remove is_not_ready_to_seed="true" from the Kamikaze Minibot xml in Dayton_PowerUps.xml. It currently has issues going through teleporters. Sorry!<br />
<br />
* Corrupting Power Incredibility no long kills players on pick-up.<br />
** Also fixed the issue with Corrupting Power not dropping if you picked up another incredibility.<br />
** Thanks to dfinlay for the report.<br />
<br />
* Changed the room BGS_KickingTheHive so that there is less backtracking needed.<br />
** Thanks to Reath for reporting!<br />
<br />
* Reduced the Drone size across the board a little.<br />
<br />
* New Drone Autocannon Minibot added.<br />
<br />
* Fixed the issue with the Sacrifice shops. No more unexpected deaths from this source!<br />
<br />
* Fixed the broken Energy Shield module. A little more work is needed before it's completely polished, though.<br />
<br />
== Version 1.013 ==<br />
(Released February 10th, 2016)<br />
<br />
* Added 14 new rooms courtesy of community member Reath. Thanks, Reath!<br />
<br />
* New entity attribute:<br />
** pick_up_even_if_wastes_resources (bool)<br />
*** if set, this item can be picked up even if it grants health/items that the player can't benefit from because they're at max<br />
*** useful if that health/item grant is just a secondary effect and you want the primary effect to always be available<br />
** Thanks to Cinth for inspiring this change.<br />
<br />
* Now when you take a shield hit you glow blue instead of red.<br />
** Thanks to nas1m for suggesting.<br />
<br />
* Now if there's both enemies and a power generator in the room, simply defeating the enemies will open the doors but will not cause the room to be considered "won" (which is what defines the normal trap-shutdown behavior, etc).<br />
** Thanks to Enrymion and Misery for suggesting.<br />
<br />
* Viper enemy code has been improved, and modified to have better performance. Thanks, Ptarth for creating these changes!<br />
<br />
* MetalGrinder now comes with an extra sneaky attack. Thanks for creating the changes Ptarth!<br />
<br />
* New Enemy, Krill Spitter added courtesy of community member Ayrix. Thanks for creating the enemy Ayrix!<br />
<br />
* Added EffectType.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 />
** it's now used instead of InventoryChangePerSecond for those cases<br />
** Thanks to Maurog, Danjuro, zharmad, and LaGrange for inspiring this change.<br />
<br />
* The cheap item shop rooms no longer contain glass shootables, but instead now have caltrops in those places. This way you don't accidentally shoot the shopkeeper, but it's also a visual clue as to the type of shop (each type of shop has its own little object sort as a visual clue).<br />
** Thanks to Cinth for suggesting.<br />
<br />
*Risky Assassin no longer kills you when you pick it up with hull damage.<br />
*Risky Assassin now also will remember where your Max HP is so if you decide to swap it out later, you aren't stuck with 1/1 HP.<br />
** Thanks to Cinth for creating this fix!<br />
<br />
* Tweaked Bullet Drone, and overhauled Corrosive Drone to be more desirable.<br />
<br />
* Changed the misleading description of the Berserker level up perk.<br />
** Thanks to Whiskeh and Cinth for reporting.<br />
<br />
* Fixed a bug where there were very, very few bosses that could actually seed on floor 6, and some simply couldn't seed at all (being restricted to floor 7, which always has... something else), and others could only seed if you'd satisfied certain conditions. This led to no boss room on floor 6. A clever trick on part of the game, but we're nerfing that strategy.<br />
** Thanks to Samichama, zharmad, zekafonss, Cinth, and others for reporting.<br />
<br />
* Put in some extra checks in mapgen to prevent giving you floors with no boss rooms.<br />
** This won't fix old runs, since the mapgen for all the floors in that run is already done there. But future runs will benefit from this.<br />
** Thanks to Samichama, zharmad, zekafonss, Cinth, and others for reporting.<br />
<br />
* Halved the lifespan of the Shred Guardian blades so that they don't overstay their welcome.<br />
** Thanks to Discotech for the feedback!<br />
<br />
* Overhauled Tag Team drone. It now pathfinds to the player so it doesn't get stuck, and its shots don't obscure your vision as much as it used to. It's easier to use as a DPS booster now.<br />
<br />
* Added new enemy Anangu Initiate and variant Anangu Warrior. Thanks, Zharmad for creating these enemies!<br />
<br />
* Added Hard Mode system for Reaper.<br />
<br />
* Started looking through the secondary weapons systems for missing sound effects (and adding some if missing, of course). Also tweaked a few shot images, one was using excessive scaling so swapped it for a higher resolution image. (note to self: I'm up to Grapeshot in the item pickup xml)<br />
<br />
* Updated the Abmoog Shield enemy to not look like the ram, which might be confusing for the player. Thanks for creating the change, Ptarth!<br />
<br />
* Added a confirm-popup when starting a tutorial while you have an active non-tutorial run going in the same file (as it overwrites that active run).<br />
** Thanks to Kevin Tang for inspiring this change.<br />
<br />
* Now when you buy a health-cost item it increases the cost of future health-cost items during that run by 2. Stacks.<br />
<br />
* Now when zamboni-behavior enemies (like the blind lady enemies) are nudged by a one-way-arrow tile they treat it as a wall collision and so should reverse direction, etc.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Now when you gain max health via shard pickups it will give you a big central screen message to that effect (once you're out of battle, same as when you level up)<br />
** Thanks to Moonshine Fox for suggesting.<br />
<br />
* Now when you pick up health/missiles/health-shards/keycards/credits there's a little floating text near you to that effect.<br />
** XP was already being announced in a similar way near either the thing killed (if you gained the XP that way) or near you (if it's from an XP pickup or a deposit box).<br />
** Thanks to Moonshine Fox for suggesting.<br />
<br />
* Gain-health-on-kill and gain-item-on-kill modifiers no longer proc when killing enemy familiars and stuff from enemy spawners.<br />
** Thanks to Cloud51023 for reporting.<br />
<br />
* Invader Boss upgraded to version 4.0! The boss now has multiple stages, and has been improved for all difficulties. Thanks, Ptarth for creating the changes!<br />
<br />
* The in-game credits now properly thank the alpha testers, the community contributors, and note Erik as being involved in the game design.<br />
<br />
*Beast Mode: Reduced to 20% attack power. It was previously 40% attack power.<br />
<br />
*Anger Protocol: Reduced to 20% attack power. It was previously 25% attack power.<br />
<br />
*Large and in Charge: Reduced to 20% attack power. It previously was 25% attack power.<br />
<br />
*Changed flags on Harmony and Rocket Man to not show up with other power-ups in the pause menu. Probation items display their status on the primary screen and this was causing confusion.<br />
** Thanks to LaGrange for the report and Cinth for the fixes!<br />
<br />
* The obstacle lasers are now more enthusiastic about doing their job, in terms of hit detection and frequency of checking, so that even if you sprint across them you will be much more likely to take damage.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Both versions of the Mirror boss are now more dangerous and more tanky, and now have their own unique Hard Mode patterns.<br />
<br />
* Fixed a bug where gamepad/keyboard aiming of melee primary weapons didn't really work because it wasn't using the mouse version's rule of "always act like it has at least 30 range for angle computations".<br />
** Thanks to Cinth for reporting.<br />
<br />
* Improved the responsiveness of gamepad/keyboard firing to aim in the direction specified even for the first shot (which previously tended to go towards wherever you were facing before pressing the button).<br />
<br />
== Version 1.012 ==<br />
(Released February 2nd, 2016)<br />
<br />
* Got rid of the diagonal wall smoothing from the prior version. Two or three days of working on that and it's just not tenable.<br />
** Thanks to Cinth and ghoti221 for reporting.<br />
<br />
== Version 1.011 ==<br />
(Released February 2nd, 2016)<br />
<br />
* New enemies, Viper, Vicious Viper, and Deadly Viper integrated. Vicious starts seeding on floor 3. Deadly starts seeding on floor 5.<br />
** Thanks to Ptarth for creating these enemies!<br />
<br />
* Player collision with angled walls is now a lot smoother.<br />
<br />
* Starward Rogue has now been migrated to Unity 5.3.2, up from version 4.7 just a week or so ago. We are moving to Unity 5 with our next project, and thus we finally had a reason compelling enough to upgrade our unity 3D licenses. With that it thus made sense to also get Starward Rogue on the very latest and greatest.<br />
** Overall this doesn't make a whole lot of difference to the game itself, to be honest. But it may have some slightly better compatibility on linux and osx.<br />
<br />
* One new benefit of being on unity 5 is that the game now is able to lock the cursor to the window when you are playing in windowed mode or on fullscreen in multiple monitors. This unfortunately only works on linux and windows for some reason (this is the stated support level in unity 3d), and on windows it's still possible to grab the title bar and the other resize bar bits. But it's still vastly better than before.<br />
** We have it set so that it doesn't lock your cursor until it detects a keypress inside the game itself, and it disables itself if you open the menu or hit the cancel button.<br />
<br />
* The hitboxes for all the mechs are now half as large as they were before. This is more in line with most SHMUPs and Isaac and a number of other games, and allows for more precision play.<br />
<br />
* Updated the Demesne enemy substantially in order to make it both use higher-performance shot logic as well as not use so incredibly many shots. It was definitely a big drain on performance in any room it was in.<br />
<br />
* A completely new variant of Shred Guardian has been added, plus some balance fixes for the other variants.<br />
** Thanks to Ptarth for creating the new variant and providing the balance tweaks!<br />
<br />
* Added a new settings option to the extras tab:<br />
** Debug: Check XML Validity<br />
*** If this is on, then when XML files are read in it will check to see if there are any attributes that refer to nonexistent features. These generally indicate typos or other xml errors. This doubles the amount of time it takes to parse the xml, though, so it's off by default (it's still fast either way).<br />
** This solves some minor performance issues introduced in version 1.010 when this was added. However it's not related to the overall larger hitching.<br />
** A bug relating to this has also now been fixed that was wasting about 50MB of RAM, and this bug may have been the cause of the overall hitching we started seeing in 1.010.<br />
<br />
== Version 1.010 ==<br />
(Released January 30th, 2016)<br />
<br />
* The way that the completion percentage is calculated has been massively updated to now include your perfections against bosses, your wins with incredibilities, and so on.<br />
<br />
* The full 7-floor runs now unlock after 3 runs rather than 10.<br />
** We originally did it as 10 because another popular game in the genre does that. But lately we've been getting frustrated at how long it takes before players are even able to see that awesome content that comes after beating The Warden three times. For a youtuber or a twitch streamer it's really quite a time investment to even consider it.<br />
** Thanks to dfinlay for giving us the kick in the pants to actually make the shift, though. :)<br />
<br />
* Fixed a scripting mistake on Cheapskate.<br />
** Thanks to sherpajack for reporting.<br />
<br />
* Added an attribute to entity nodes: frequency_in_enemy_seeding (int, default 100)<br />
** this is actually an alias to frequency_in_item_pools, which now also impacts normal enemy seeding frequencies, but this name would make more sense in the xml for enemies<br />
<br />
* Fixed a bug where the "win run having held incredibility X since Floor 1" achievements weren't working because they were requiring you to pick the item up on Floor Zero... um, yea, sorry.<br />
** Thanks to Soupinator for reporting.<br />
<br />
* Fixed a bug where the statistics window wouldn't respond to the Cancel or OpenMenu keybinds, and thus couldn't be closed via controller.<br />
** Thanks to Reath for reporting.<br />
<br />
* Now if you somehow get stuck completely outside the room's boundary rectangle it will gradually bump you into it, to avoid it being a bricked run.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Fixed a bug where in the rare cases that floor generation just couldn't come up with something after a hundred tries, you could get a partial run generated but not the whole thing. Now in those cases it just rerolls the whole dungeon, and keeps jolly well doing so until it finishes one properly.<br />
<br />
* Fixed a bug where floorgen would sometimes allow mismatched door connections, which could leave you stuck in a wall if you went through one. Now it throws those floors back.<br />
<br />
* Now when you use a mysterious circuit you didn't know about yet it displays a message in the upper-left with the name and description of the now-known circuit.<br />
<br />
* Setting a bullet pattern loop's iterations to zero just has it never execute its body now, instead of acting like iterations="1".<br />
** Thanks to ptarth for suggesting.<br />
<br />
* Halved the frequency at which Tiny Transport seeds.<br />
* Further reduced the frequency at which Tiny Transport seeds. They should be pretty rare now. Slightly reduced the amount of drops each one can give. Credit Tiny Transport now drops 3 credits per drop in order to balance the usefulness of its drops compared to the other two varieties of ship.<br />
** Thanks to Dfindlay and Amitiel for the feedback.<br />
<br />
* Now when the game is loading xml content, it checks afterward to see if there's any data (specifically, attributes) it didn't use, and if it finds any it fusses in a short message in the upper-right message log and dumps the details to UnrequestedXMLAttributes.txt<br />
** Bear in mind that the message log doesn't show on the title screen, but does show on the file select screen.<br />
** Thanks to ptarth, zharmad, Misery, and many others for inspiring this change.<br />
<br />
* The text shown near the top for active probations has been cleaned up to not have stray zeroes and weird descriptions and so on.<br />
<br />
* Some updates have been made to the input handling to fix an issue where the custom dead zones were apparently not being properly applied to the left and right thumbsticks in all cases, particularly on linux -- but in general possibly on most cases where xinput is not being used.<br />
** Thanks to HerrGnatz and PoloBaquerizoH for reporting.<br />
<br />
* Added a new Shred Guardian courtesy of community member ptarth.<br />
<br />
* Fat Bullets is now Precision Ammo - Bullets are 25% smaller but also deal 20% more damage.<br />
<br />
* Enormous Bullets is now Contaminated Ammo - Bullets poison enemies for 50 damage over 2 seconds.<br />
<br />
== Version 1.009 ==<br />
(Released January 28th, 2016)<br />
<br />
* Expanded the new "does not block sight even though it blocks pathing" thing to a bunch more room features; the enemies may not actually be able to _hit_ you while you're hiding behind that laser emitter, but they can try. And have a much better chance than if you were actually behind a solid wall.<br />
<br />
* Added new attribute to the bullet pattern "loop" node: take_pants_off_head (bool)<br />
** This suppresses, for this loop tag, the longstanding (all the way back to TLF) bug where on iterations after the first it would often skip the first action in the loop.<br />
** For the less sarcastic content contributors, you can use an alias for this new attribute: suppress_loop_bug<br />
** This defaults to false because many of the existing loop tags would cause infinite-loop behavior if the bug were fixed for them.<br />
** Thanks to ptarth, Misery, and others for reporting.<br />
<br />
* Added stats for how many runs until you unlock 7-floor runs, and for which incredibilities you've won a run while holding.<br />
<br />
* Energized Glass Hull is now disabled (likely to be removed unless it it re-worked). <br />
** New Incredibility - Corrupting Power : Gain a high amount of max energy and you will regenerate energy over time... but at what cost? ;)<br />
<br />
* A new "metal grinder" deadly pursuer enemy has been added to the game.<br />
** Credit to community member ptarth for yet another awesome creation.<br />
<br />
* A new "Tiny Transport" enemy has been added to the game.<br />
** Tiny Transport. These are kind of like the health and potion gnomes from Golden Axe; the more hits you can get in on them before they explode, the more drops you get.<br />
<br />
* A number of OSX controller incompatibilities (and linux ones as well) should now be solved. We had not noticed that were were a preponderance of preprocessor compiler directives in the InControl code, rather than using Application.platform. Given we compile on windows, this created a problem. We've shifted everything over to be compile-computer-agnostic, so presumably those issues (they were actually missing bindings) should be fixed.<br />
** Please do let us know if this doesn't do it, though. We haven't actually had a chance to test it out in the situations that were an issue before. It's been a... trying... day.<br />
** Thanks to Sounds, Sounds of Silence, beatnikbedlam, lessster, and RuySan for reporting.<br />
<br />
== Version 1.008 ==<br />
(Released January 27th, 2016)<br />
<br />
* Kill tracking for multi-stage entities now only happens when the final stage dies, and it tracks under the first stage's name.<br />
** This avoids a problem where you got "credit" for killing a boss when you'd only killed the first stage, even if you then died before winning the fight.<br />
** Thanks to Danjuro for inspiring this change.<br />
<br />
* Fixed a bug where the difficulty of the tutorial was being set according to the last run of the test chamber (which is basically just for devs and modders), and since the tutorial is the first thing that runs when you start a new file it could result in all your new files being set to Misery difficulty without you realizing it.<br />
** This may have only impacted a certain developer who was wondering why he was suddenly so bad at this game.<br />
<br />
* The game is now way more aggressive about using different room scripts for rooms of the same general type, until it runs out of "new" ones and then it just starts over.<br />
<br />
* The energy bar in the lower-left now shows your actual current and max amount of energy.<br />
** Thanks to Ljas for suggesting.<br />
<br />
* Now any inventory item type (missiles, energy, etc) that has a maximum cannot have that maximum modified below 1. Otherwise when it hit zero it just becomes "no max" and doesn't work right.<br />
** Thanks to Nargasse for reporting.<br />
<br />
* The minimap now doesn't show icons for missiles or credits left in a room if you're at max capacity for those items.<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Fixed a bug where weapons with shots_per_salvo > 1 and placed in a system offset would not properly offset the secondary shots.<br />
** Thanks to ptarth for reporting.<br />
<br />
* There's now a short "Victory!" display after you win a run, followed by a fade to black, rather than dumping you straight to the menu when the last floor boss dies.<br />
** You are invincible during this time.<br />
** Thanks to Ljas and zharmad for inspiring this change<br />
<br />
* Keyprentice is now on level 3 instead of level 9, and it now only gives you 5 keys instead of 10.<br />
** Keymaster is now on level 8 instead of level 10, and now only gives you 20 keys instead of 50.<br />
** Thanks to zharmad for suggesting.<br />
<br />
* When we updated the game to the new version of Unity, apparently it switched our fullscreen mode into windowed borderless instead of true fullscreen mode, which performs worse. It now runs in true fullscreen mode again.<br />
** Thanks to Soupinator for reporting.<br />
** Also thanks to his workaround for v1.007: "Current workaround: use -force-opengl in the command line, since fullscreen is only broken in the Direct3D renderer, but this makes the graphics a bit fuzzy."<br />
<br />
* In an effort to make sure you actually see the various items we worked so hard to make, and to make getting loot more exciting:<br />
** Your base chance to get loot after winning a room is the same, but each time you fail the roll it goes up for next time until it succeeds.<br />
** When room-win loot would give you a consumable item (as opposed to a minor item), at various intervals it will instead give you a main-weapon, energy-weapon, or power-up item. Those intervals are randomized but controlled to ensure some rate of each.<br />
** When seeding from many of the significant item pools, the game's now fairly aggressive about not seeding the same thing more than once when there are still things that haven't been seeded. When it runs out of choices under this rule it starts over for that (group of) pools.<br />
** When you open an unlocked chest, you have a small chance of getting loot from the locked-chest pool. If this roll fails the chance goes up for next time until it succeeds.<br />
** The game is now much more aggressive at making sure it seeds all of the available reward/shop rooms before it goes back to ones it's already seeded in that run.<br />
** Thanks to Misery, Wingflier, evilution, zharmad, Matruchus, and others for inspiring these changes.<br />
<br />
* The max-health reduction from losing a condemned room or from buying an item with health are now applied after the difficulty-based health multipliers, so they don't cause greater-than-expected losses on lower difficulties.<br />
** Thanks to Jacic for reporting.<br />
<br />
* XP yield from depositing credits at a console is now multiplied by floor number, as with other XP gain.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Added a button to the test chamber screen that tries to open the Starward Rogue wiki in your browser.<br />
<br />
* Now when you have the steam overlay active, the game pauses in the same way as when the escape menu is open.<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Now when a room script is flipped on either the x axis or the y axis (but not both), any entities with passive_rotation_speed in the room act as if that value's sign were flipped.<br />
** Thanks to Tornis and Pepisolo for reporting.<br />
<br />
* The visuals for caltrops and floating debris have been updated to be a lot more visible, since some folks were having trouble seeing them.<br />
<br />
* The normal enemy health bar is now at the top where the boss health bar is (if both are shown, the non-boss one goes lower).<br />
** This also means the normal enemy health bar doesn't block other tooltip info from showing, and vice versa.<br />
** Thanks to Castruccio and zharmad for inspiring this change.<br />
<br />
* Brute now only grants a 10% bonus to attack power, not a 20% bonus. That was getting to be a bit overpowered.<br />
<br />
* The costs of items in the health sacrifice shops are now much more substantial, since the overall amounts of health players have these days is a lot higher and thus these were way too cheap to get.<br />
** Anything that cost 3 before now costs 7, things that cost 2 before now cost 5, and things that cost 1 before now cost 3.<br />
<br />
* Sideshot no longer seeds until you are two floors down.<br />
** Thanks to nas1m for reporting.<br />
<br />
* The term "reload time" has uniformly been changed to be "fire rate." Before both terms were used, which was confusing.<br />
** Thanks to Tornis for suggesting.<br />
<br />
* In recent builds, Terror Bubbles were just sitting there on Normal difficulty and down, because they had no weapons on those difficulties. Fixed!<br />
** Thanks to Cinth and Nova225 for reporting.<br />
<br />
* The impassable glass blocks that you can shoot through now no longer block line of sight.<br />
** Note: this won't help with rooms you've already entered, because the data is set up when the block is spawned.<br />
** Thanks to crazyroosterman and Misery for reporting.<br />
<br />
* Now if you've picked up an incredibility, and you pick up another, the first is dropped on the ground.<br />
** Thanks to Misery for suggesting.<br />
<br />
* The fire left by your mech when you have a hotrod system is now much larger, thus looking more interesting.<br />
<br />
* The game now uses a scaled radial dead zone of 0.25 for all analog input thumbsticks, which means that they should all "just work" now.<br />
** This is the same as they had prior to us moving to the more recent InControl asset, which was using 0.2 instead and was using an inferior algorithm.<br />
** This in particular should patch up the XBox 360 controllers that are a little worn. If any of them still have trouble, then there are now sliders inside the main Game tab of the settings window that allow you to adjust these to the needs of your particular controller.<br />
** Thanks to [ES.GR] Ziltoid Le Muet (Cpl), Sounds, lessster, Invader Xom, Rhakyr, Castruccio, beatnikbedlam, and Apathetic for reporting.<br />
<br />
== Version 1.007 ==<br />
(Released January 26th, 2016)<br />
<br />
* Fixed a bug where bouncing mines had a different damage type (Ballistic) than stationary mines (Explosive), and thus stuff that gave immunity to explosive damage didn't protect you from bouncing mines.<br />
** Thanks to waylon531 for reporting.<br />
<br />
* Now when you press E to level up, if there are any more of those big central screen messages still showing they're cleared so they don't get in the way of the level up display.<br />
** Thanks to Moonshine Fox for inspiring this change.<br />
<br />
* Made the glass pots no longer shootable by enemies.<br />
<br />
* There will no longer ever be more than one Sideshot seeded per room, thanks to a new never_seed_more_than_one_per_room flag on it.<br />
** This flag is ignored on Misery difficulty, so you can run into really brutal groups of enemies there still.<br />
** Thanks to nas1m for suggesting.<br />
<br />
* The game now properly uses aliases for some of the common center-gamepad buttons so that they all map the same way across gamepads. Aka the Menu button on the XBox One controller is the same as Start on the 360. And the View button on the XB1 is the same as the Back on the 360. That way you don't have to change your default mappings around to get those to work. Start and Select also map to those, respectively, for usage on PS3 controllers and similar.<br />
** In the past this was set up for the 360, but with the prior version we inadvertently set this up for the XB1 so that the 360 then required a remapping to a control icon that looked identical. No longer!<br />
<br />
* In windows, the game now uses XInput rather than the default wrappered unity input. This fixes a few lingering issues with the triggers on the xbox one controller in windows only (they were fine in other OSes as of last version).<br />
<br />
* The game now allows you to back out of most windows using the menu button as well as the cancel button. This has been requested for a while, actually, and isn't related to the new input interface.<br />
<br />
* Fixed up the way that the hitting escape/B/cancel to get out of the game at the main menu was not working properly in the prior version.<br />
<br />
* Fixed a number of bugs relating to the virtual gamepad cursor in the escape menu selecting the wrong thing.<br />
<br />
== Version 1.006 ==<br />
(Released January 26th, 2016)<br />
<br />
* Added new toggle to extras tab of settings window: Always Use OS Cursor<br />
** If this is on, the game never uses the gamepad "virtual cursor" even if the gamepad is in use.<br />
** Thanks to Saphirahk and nas1m for inspiring this change.<br />
<br />
* Now if the revealed minimap is so big that it overruns its borders on the escape menu, it is scaled down to at least roughly fit within it.<br />
** Thanks to Tolc for reporting.<br />
<br />
* New "Gemini siblings" enemies from community member zharmad!<br />
<br />
* Fixed a bug where shopkeeper kills were not checked for achievements because it never did the room-win logic for shops.<br />
** Thanks to Matruchus for reporting.<br />
<br />
* Fixed a bug where one of the three code-branches that checks for waking the shopkeeper was checking the thing doing the damage rather than the shopkeeper for the waking-immunity to stuff not directly fired by the player.<br />
** Thanks to Reinhark, Cinth, and Matruchus for reporting.<br />
<br />
* Fixed a null exception that could occur shortly after loading a save.<br />
** Thanks to Danjuro for reporting.<br />
<br />
* Changed the logic of using keycards to unlock all doors in the room on the other side, rather than just the door facing you.<br />
** Otherwise a shop/item-room/etc that was locked could take two keys to get "through" to the other side, and if there was literally only one available and that was between you and the boss, well...<br />
** Also changed mapgen logic so that the next-to-start item room which often spawns cannot be locked, as that can cut off other areas of the map.<br />
** Thanks to SourKiwi for reporting.<br />
<br />
* Fixed a bug where the cryofreeze and other aoe effects would try to affect invincible stuff like caltrops.<br />
** In the case of cryofreeze, this could mean a lot of unnecessary sound effects.<br />
** Thanks to dumpsterKEEPER for reporting.<br />
<br />
* Fixed a bug where the "if you destroy a health shard block in a room adjacent to an unknown secret room, reveal that secret room instead of spawning the health shard" logic was instead checking for _known_ secret rooms. Cute.<br />
** Also, now when you enter a room bordering an unknown secret room, and the room you're entering has no heath-shard blocks (that normally reveal the secret when you blow them up, if there is one to reveal), it tries to convert a normal bombable block to one of those.<br />
*** If it fails to do that, it just reveals the secret room(s).<br />
** Thanks to nas1m, Watashiwa, and many others for reporting the frustration with secret rooms not being revealed.<br />
<br />
* Now when the game is seeding pickups that go in your main gun, energy, missile, or attachment slots it will never pick what you've already got equipped at the time of the seeding.<br />
** Thanks to TheVampire100 for inspiring this change.<br />
<br />
* New enemy "Demesne" added<br />
** This is another "Fearsome" type of foe... be careful around this guy!<br />
<br />
* Fixed a potential null exception bug when starting up the game.<br />
** Thanks to mrhanman for reporting.<br />
<br />
* Backfire now always uses BOTH of it's phases instead of randomly skipping to the second one.<br />
** It also now has more HP in both phases<br />
<br />
* Now the game tracks when you pick up multiples of the same powerup (for instance, level up perks that may be picked multiple times) and displays x2, x3, etc to show that.<br />
** This won't show that for powerups picked up multiple times in older saves because it wasn't tracked.<br />
** Thanks to Kevin Feederline, FroBrodine, and waylon531 for suggesting.<br />
<br />
* Fixed an issue accidentally introduced in version 1.005 where you could only pick up perks of each type one time, which would lead to blank perk selection screens on later levels.<br />
** Thanks to Reinhark for reporting.<br />
<br />
* ItemGainChanceOnEnemyKill and ItemGainOnEnemyKill modifiers now only proc against Ship entities; so not shots or obstacles.<br />
** Thanks to nas1m for reporting.<br />
<br />
=== Keyboard / Gamepad Controls Updates ===<br />
<br />
* Updated the game engine to Unity 4.7 instead of 4.6.7.<br />
** We generally try to avoid doing engine updates unless there are benefits or bugfixes that actually impact us. Past experience has taught us that new engine bugs appear unannounced, and we prefer to avoid those when possible by staying on known-stable versions until we need to not.<br />
** That said, this new version seems to be stable, and also is required in order to support the new InControl plugin.<br />
<br />
* We have completely gutted the underlying gamepad support and rebuilt it from the ground up with the InControl asset store plugin as the underlying basis for it.<br />
** This solves the XBox One controller compatibility issues, as well as making default bindings for the playstation 4 controller and many other main controllers now automatically kick into place.<br />
<br />
* The "Fire Up" and "Fire Up (Alt)" keybinds (and their down, left, and right counterparts) now cause your energy and missile weapons to target that direction too, even if normally they would target the mouse cursor.<br />
** Thanks to dfinlay for inspiring this change.<br />
<br />
* There is a new Debug: Show Gamepad Raw Inputs option in the extras tab of the settings menu.<br />
** If this is on, then any detected raw input from your gamepads will be shown on the left side of the screen. Useful for debugging but not much else.<br />
<br />
* The confirm popup now supports gamepad left-right (on either the dpad or the analog stick) to switch between the buttons, and the execute button to simulate a click on the highlighted button.<br />
** Thanks to Cyprene for inspiring this change.<br />
<br />
* Note: these changes have caused us to need to reset all of the existing key bindings to their defaults. If you had custom mappings you will need to remap those. Apologies!<br />
<br />
== Version 1.005 ==<br />
(Released January 25th, 2016)<br />
<br />
* Now when you use the in-game delete function on a file slot, it actually replaces that file with a very small file (just containing the text "deleted") which the game treats as an empty slot.<br />
** This way, steam cloud will not "helpfully" immediately repopulate the save file.<br />
** Thanks to ProfessorPaul1290 for reporting.<br />
<br />
* Now if you get a corrupt save message you have the option (again, removed late in alpha) to keep or delete.<br />
** If you delete, it actually copies it to a backup location and overwrites the slot with a small file that the game will treat as empty but the steam cloud will not automatically copy back over.<br />
<br />
* The perk screen now continues showing the previous HUD (for stat info).<br />
** Thanks to robdon for suggesting.<br />
<br />
* The knockback_resistance stat now also applies to weapon kickback.<br />
<br />
* The RedShift mech now has full immunity to both kickback and knockback.<br />
** Thanks to Apathetic for inspiring this change.<br />
<br />
* set disappears_if_room_left to true on the antigravitate blockage shards<br />
** Thanks to Apathetic for inspiring this change.<br />
<br />
* The boss "Backfire" is now active!<br />
** This has been completely redone from the ground up from what it used to be in the alpha. Be ready to deal with it's minions!<br />
<br />
* The Warden no longer falls asleep during phase 4 of it's attack<br />
<br />
* Fixed a bug where the recently added "missiles destroy shootables without them morphing into their more-damaged states" logic was causing the pathfinding-block on shootable-A and shootable-B objects to not be cleared when they died (because it was only being cleared when the C stage died, and that was being skipped).<br />
<br />
* Fixed a bug where OnRoomSwitch effects could fire when switching from an old run to a new run.<br />
<br />
* Fixed a bug where OnRoomSwitch effects that reduced hull health on the player would not actually do any damage due to the "invincible until leaves the doorway" logic.<br />
<br />
* The Medical Emergency pickup now only does its damage when you enter a room for the first time, not every time you switch rooms.<br />
** Thanks to The Hunter for inspiring this change.<br />
<br />
* The Impatience level-up perk now won't show up on the perk menu if you are already on the last floor of the run.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* The minimap icon for major item rooms and health storage rooms now disappears if you've entered the room and there are no pickups on the floor.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Fixed a bug with QuadEE/ZMC_GlassPipes. It was possible to get a Pearl trapped inside of Glass Unbreakable blocks, which made it not shoot or be killable, making the room unexitable.<br />
<br />
* Pearls now wake on being shot.<br />
** Thanks to Apathetic, Cinth, Paladinlord10, and Watashiwa for reporting.<br />
<br />
== Version 1.004 ==<br />
(Released January 23rd, 2016)<br />
<br />
* The minimap on the escape menu now has mouseover tooltips on the individual rooms.<br />
** The tooltip also lists any items on the ground in that room, if you've been there before.<br />
<br />
* Fixed a bug where a familiar that was supposed to only be for that room would respawn if you spawned it, left before it died, and deployed another familiar.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Put in further logic to prevent shopkeepers from being aggroed (or damaged) from sleep by anything other than a player-directed shot.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Fixed a bug where chests and other animated "special objects" spawned after room completion were not having their animators set up and thus were invisible (until opened, in the chest case).<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Enemy Spawners now explode when the room is cleared.<br />
** Thanks to ptarth for inspiring this change.<br />
<br />
* The width of columns on the Statistics screen has been broadened to accommodate some of the item names being longer than they were when that screen was set up.<br />
** This also prevents the close button from overlapping the next page button.<br />
** Thanks to robdon for reporting.<br />
<br />
* Added a "Fire Main Gun" key bind, replacing the hardcoded "hold down left mouse to fire main gun" logic.<br />
** Thanks to Cyborg for suggesting.<br />
<br />
* Fixed a bug where the 5-familiar achievement was counting some familiars twice (or after they died).<br />
** Thanks to Apathetic for the report and save.<br />
<br />
* Fixed a bug where occasionally a direct-fire shot would be fired as if it were "leading" the target.<br />
** Thanks to Misery for reporting.<br />
<br />
* Fixed a bug where the logic for resetting your position after dying in the tutorial was not reopening the doors, and thus causing you to be stuck there on the threshold of the door, if you entered through one.<br />
** Thanks to Arnos for reporting.<br />
<br />
* The game is now set to internally use the en-US format, so that hopefully those using other languages on the linux platform won't have to use the workaround of launching the game with the LC_ALL=C %command% or LANG=en_US %command launch option on.<br />
** Thanks to lessster for reporting.<br />
<br />
* Now the boss intro only has the boss go halfway across the screen, and then scale up to dominate the screen before fading out.<br />
** Thanks to Omgaar for inspiring this change.<br />
<br />
* The default Steam controller recommendation should is now 'Gamepad' instead of "Gamepad with high precision camera/aiming"<br />
** Thanks to death2cupbots for reporting.<br />
<br />
== Version 1.003 ==<br />
(Released January 22nd, 2016)<br />
<br />
* Fixed a rather serious bug in the last version that was causing the player to not be able to move upon entering rooms. Err... yeah, not sure how that slipped past us. Real sorry about that. We are very tired and clearly should not be making major changes right now. Thanks for understanding!<br />
** Thanks to Isaac, Cyprene, waylon531, Apathetic, and tupelocase for reporting.<br />
<br />
* The banshee now is more aggressive with its counterattacks again. Not so much as pre-1.0, but still a lot more than in 1.0.<br />
<br />
== Version 1.002 ==<br />
(Released January 22nd, 2016)<br />
<br />
* Fixed a bug where you could fire your weapons during just-entered-room invincibility.<br />
** Thanks to Moonshine Fox and others for reporting.<br />
<br />
* The text list of powerups at the bottom right of the escape menu is now a row/grid of icons with mouseovers for the names/descriptions.<br />
** Thanks to Apathetic and donblas for inspiring this change.<br />
<br />
* A new music track has been composed for the game! FTB 629<br />
<br />
== Version 1.001 ==<br />
(Released January 22nd, 2016)<br />
* The game will no longer seed secret rooms "from" shop, item, miniboss, secret, starting, or condemned rooms to avoid doors that look like they go to nowhere, or cannot be revealed.<br />
<br />
* Fixed a longstanding bug where secret rooms were requiring a 2x2 free space on the grid instead of 1x1.<br />
<br />
* Extended the destroy-enemy-shots-on-room-clear logic to continue clearing enemy shots from the room afterward instead of just once, as there are a few things that can continue to emit shots.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Updated the changelog to point to this new page.<br />
<br />
* Fixed up a mouse input issue that was a recent consequence of a perhaps-foolish major fix to some really unusual gamepads last night, which then broke mouse support for some folks with trackpads. The new system should work for everyone, as it is more unified and gets rid of some of the legacy input code that has been weighing down the button clicking for some time now.<br />
** Basically unity has an "input" way of handling clicks and such, and a "gui" way of doing it. We used to do a hybrid of both. Now it's all the "input" type, which is better for a lot of reasons.<br />
** Thanks to nas1m for reporting.<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Early Alpha Release Notes]]<br />
<br />
.<br />
<br />
.<br />
<br />
[[Starward_Rogue:Main|Starward Rogue Main Page]]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.0_Release_Notes&diff=28156Starward Rogue:Post-1.0 Release Notes2016-04-30T19:09:29Z<p>Zogheen: Removed protection from "Starward Rogue:Post-1.0 Release Notes"</p>
<hr />
<div>== Version 1.019 ==<br />
(This isn't done yet, we're still working on it.)<br />
<br />
* New Hotrod SFX, and a added particle effect.<br />
<br />
* Upped Miniboss HP, 10% across the board.<br />
<br />
* Miniboss Tri has been significantly improved, including Hard, and Misery mode versions.<br />
<br />
* Fixed the Nanite Leeches not appearing in the GUI, once picked up.<br />
** Thanks to logorouge for reporting!<br />
<br />
* More new SFX for Crystal Mother, Spiders, Amberbarrage, Crossclaw, and RearBurstTurret. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Changed the Redshift Mech starting secondary to the Precision Railgun.<br />
<br />
* Updated the Reaper's Misery mode version.<br />
<br />
== Version 1.018 ==<br />
(Released March 28th, 2016)<br />
<br />
* Fixed a bug where homing weapons (especially ones with a homing delay) could wind up homing on the invisible bouncing mine emitters.<br />
** Thanks to Pepisolo for reporting.<br />
<br />
* Fixed a few problems with the FamiliarFollower logic that was making it rubber-band back and forth between the player and the enemy, etc.<br />
** Thanks to Pepisolo and ptarth for reporting.<br />
<br />
* Fixed a bug where a system with homing and a bullet pattern would allow the homing to work on the initial firing (it was correctly not trying to home after that; bullet patterns override homing until the pattern expires).<br />
** Thanks to Pepisolo for reporting.<br />
<br />
* Tweaked the following consumables: One Way Barricade (shot change), Tactical EMP (tweaks), Ricochet Circuit(now last for a whole floor), Stim Pack(now last for a room), Overheating System(tweaks and now last for a room), Overloading Circuit (duration increased to 30 seconds), Energy Boost Circuit (now plus 20 energy), Siphoning Circuit (new you lose 20 energy), Supernova (larger AOE on explosion, needs more work, though), Ludicrous Speed Circuit(made the speed increase more ludicrous), Carnage (upped duration to 15 seconds), AllTheRockets(increased duration to 30 seconds), ShieldsDown (increased duration to 30 seconds),Code Annihilate(slight damage increase),Code_Overdrive(increased duration to 15 seconds),Code_Defend (now last for a room), SignalTriangulator(This now reveals the boss room rather than teleporting you straight there), Beaming Probe and Incinerator Probe (tweaked to be more useful), OrbitingBattleStation (now fires multiple shots), all consumable sentries now block shots but they have limited health.<br />
<br />
* New consumable item Wormhole Journey added.<br />
<br />
* New consumable item Anomaly Detector added.<br />
<br />
* Changed Autocannon Minibot to a use the FamiliarFollower (pathfinding) behavior.<br />
<br />
* New BullRush,BullDog, and Battleswarm SFX. New Spine Ballista SFX. Fixed Pressure Shotgun audio typo. Thanks to Goldenwolf for helping me with this!<br />
<br />
== Version 1.017 ==<br />
(Released March 17th, 2016)<br />
<br />
* PathfindingAttacker enemies now update their paths more frequently.<br />
** Thanks to Pepisolo and ptarth for suggesting.<br />
<br />
* Tweaked the Riot Suppressor for performance and balance. Shots no longer pierce walls. Slight damage decrease.<br />
<br />
* Improved the Hunter Killer weapon.<br />
<br />
* Overhauled the SerratedSpineLauncher. It now causes toxic bleeding.<br />
<br />
* Overhauled Purifying Nova. It's a lot more visually satisfying now, and also clears enemy shots.<br />
<br />
* More SFX work. New Fencing Needle and Caliburn SFX. Added new Paragon, Reaper, Bastille, Arcoris, Hunter and Tri SFX. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Fixed a bug where not setting modifiers_applied_to_nearby_entities_max_simultaneous_affected (thus leaving it at the default of zero) would cause NearbyEnemies modifiers to never be applied to anything. Now the default functions as "no limit".<br />
** Thanks to ptarth for reporting.<br />
<br />
* Added to system:<br />
**deflected_shots_inherit_speed (bool)<br />
***only meaningful if deflects_shots is true, makes affected shots go the same speed as the shot deflecting them<br />
**deflected_shots_inherit_angle (bool)<br />
***only meaningful if deflects_shots is true, changes the angle of affected shots to match the shot deflecting them<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* Preliminary Hard and Misery mode Hunters added, although more work is needed. More Hunter tweaks.<br />
<br />
* Fixed some missing SFX caused by typos.<br />
<br />
* Glass walls and disrupted regenerating walls no longer cause shot-spawn to be offset from them, since the shots can pass through them anyway.<br />
** Thanks to samnainocard and Pepisolo for reporting.<br />
<br />
* On system, added:<br />
**shot_homing_delay (float)<br />
***if set, the shot won't start homing until this many seconds after spawning<br />
***only meaningful when combined with shot_homing_range<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* Fixed a bug where cue_time > 0 would prevent shots_per_salvo > 1 from having any impact (it would just fire one shot).<br />
** Thanks to ptarth for reporting.<br />
<br />
* Kickback now happens after cue-time is complete, and after all shots in the salvo have been fired.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Adjusted the upper-left "Main Menu" label on the "after loading a file slot" screen to match the position of the "File Select" label on the previous screen.<br />
** Thanks to kingisaaclinksr for reporting.<br />
<br />
* Removed support for "periodic movement modes" because, though spec'd out and implemented in some detail during development, they were never actually used in the released game and are generally very buggy. Whatever we might want to do using these could instead probably work via movement controlling bullet patterns, etc.<br />
<br />
* Now that folks have had a chance to get used to the weird test-chamber button order of "[Cancel] [OK] [BLANK] [Wiki]", we're switching it to the more reasonable but now strange "[Wiki] [Blank] [Cancel] [Okay]".<br />
** Thanks to ptarth for suggesting.<br />
<br />
* New main weapon Smart Gun added.<br />
<br />
* Two new varieties of Bulldog and Bullrush added.<br />
<br />
* Added Banshee performance improving flag.<br />
<br />
* Changed any "ammo" references when referring to energy weapons to "energy".<br />
<br />
* Weight Optimization reworked to modify enemy movement speeds.<br />
** Thanks to Discotech and logorouge for reporting.<br />
<br />
* Added two more Arcoris variations.<br />
<br />
* Tweaked some of the guns. Fixed a missing Cluster Launcher mech gun image.<br />
** Thanks to Goldenwolf for the feedback!<br />
<br />
* Improved the Nanite Leeches to have more presence. It now fires 8 homing leeches.<br />
<br />
== Version 1.016 ==<br />
(Released March 8th, 2016)<br />
<br />
* More SFX work. New Incinerator, Twin Machineguns, Precision Railgun, Splitfire Cannon, Venomous Stinger, Riot Suppressor, NarcoStinger, BoomerangNeedler,TorpedoCannon, Deleter,HolyFire, HunterKiller, GravityCannon, Corona and Detonating Rose explosion SFX. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Improved handling of ricochets to avoid cases where shots just disappear on hitting a wall.<br />
** Thanks to ptarth for extensive testing and feedback on this.<br />
<br />
* Turned the Hornet Nest SFX volume down a bit. Also did the same for the Guardian Gun, Fragment Cannon, Cluster Launcher, Phaser and the Translocator.<br />
** Thanks to Krysle Quinsen, Econael, and Crolley for the feedback!<br />
<br />
* Fixed a bug where your familiars could auto-target bouncing mine emitters, which are invisible and can't be hit anyway.<br />
** Thanks to Pepisolo and Solar Marine for reporting.<br />
<br />
* Fixed a bug where familiar-based weapons couldn't harm wake-on-shot enemies (like facerippers) at all, even after the enemy was awake.<br />
** Thanks to crazyroosterman, Cinth, and Pepisolo for reporting.<br />
<br />
* Increased Guardian Blaster width. Tweaked Raincannon colour. Tweaked Suppressor shot size and colour. Improved the Grapeshot. Now fires a burst of shots. It's now a limited ammo, but high power weapon. Tweaked Precision Railgun. Improved the Splitfire Cannon. Also improved Narcotics Stinger.<br />
<br />
* Overhauled Venomous Stinger. It now infects enemies, and infected enemies explode into a pool of venomous sludge upon death.<br />
<br />
* Made it very unlikely to slide through a one-way tile next to a wall by running into the wall.<br />
** Thanks to Pepisolo and ptarth for reporting.<br />
<br />
* Put in some code to hopefully prevent some issues with loading sounds in some cases.<br />
** Thanks to Econael, Amitiel, and samnainocard for reporting.<br />
<br />
* Some mapgen-related error messages are now silent log entries because there's already recovery mechanisms in place to make sure the player gets a fully formed dungeon.<br />
** Thanks to TuxedoBra for reporting.<br />
<br />
* Changed various items from "add/subtract missiles/energy/whatever at a massive rate for a very short period of time" behavior to simply adding/subtracting a large amount, so that the effect would show up immediately even when you're playing RedShift and time isn't normally passing.<br />
** Notably, the missile refill effect from Arms Race.<br />
** Thanks to Solar Marine, Cinth, ventifer, and ptarth for reporting.<br />
<br />
*Added new attribute to xml schema for bullet node: initial_angle_is_absolute (bool)<br />
**makes the initial angle of the bullet not be relative either to the angle from the firing entity to the target entity or to the rotation of the firing entity<br />
**Thanks to ptarth for suggesting.<br />
<br />
* Redid Reaper Hard mode, Misery mode version also added, but this may need something a bit extra.<br />
<br />
* Fixed a bug where EntityModifierType.DoubleItemGainChance (used by "Major Coinage" and "Wishing For More Wishes") was working for all item types, not just the one specified.<br />
** Thanks to Solar Marine and ptarth for reporting.<br />
<br />
* Added new FamiliarType: PtarthianOrbit<br />
** Behaves like SimpleCircleOrbit, but doesn't try to automatically space out the familiars in a ring. 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 />
** Thanks to ptarth for inspiring this change.<br />
<br />
* Added new sub-node type for entity nodes: familiar<br />
** Basically this is like adding something to the end of the "familiars" list that's already there, but allows you to set some additional info.<br />
** Attributes:<br />
***type (entity)<br />
****the actual familiar type, same as if you'd put it in the "familiars" list<br />
***minimum_difficulty (DifficultyType), maximum_difficulty (DifficultyType)<br />
****the lowest and highest difficulty where this entry will be considered (default: always consider)<br />
***chance_out_of_100 (int)<br />
****if this is set, and set to a value less than 100, each time it considers spawning this familiar it only has this % chance of actually doing so<br />
***radius (int)<br />
****only meaningful with PtarthianOrbit, sets the radius of the circular orbit<br />
***starting_angle (float)<br />
****only meaningful with PtarthianOrbit, sets the starting position on the circular orbit, in terms of degrees around the circle<br />
***rotation_reversed (bool)<br />
****only meaningful with PtarthianOrbit (works for SimpleCircleOrbit, but is weird there), if set this makes the familiar rotate in the other direction than it would normally<br />
***override_degrees_per_second (float)<br />
****only meaningful with PtarthianOrbit (works for SimpleCircleOrbit, but is weird there), if set this overrides the speed of the orbit (which is normally based on the familiar's speed); you can use negative values instead of the rotation_reversed flag if desired<br />
***suppress_line_of_sight_check (bool)<br />
****only meaningful with PtarthianOrbit, SimpleCircleOrbit, and NormalOrbit, if set this causes the familiar to skip the normal "don't fly through walls" logic<br />
*****if you know the familiar will always be in an open space where it doesn't need to check this, or if you want it to fly through walls, this flag helps lower the CPU cost of the familiar because it's not having to do LOS checks every frame<br />
<br />
* Made the Repulsive Hornet Mine available for seeding in the game, as it was the only starting Mech secondary not to be available. Regular Hornet Mine no longer seeds as Repulsive Hornet Mine is just a much better version.<br />
<br />
* Now when you use a teleporter, instead of doing a full refresh on your familiars it just relocates the normal-ship-behavior familiars to you (the other types always orbit you anyway).<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* New shot graphic for Flamethrower type systems.<br />
<br />
== Version 1.015 ==<br />
(Released February 25th, 2016)<br />
<br />
* New Enemy Aegis added. 4 variations<br />
** Thanks to community member Hearteater for creating these!<br />
<br />
* Correct icon added for the Masochism consumable.<br />
** Thanks to ScrObot for reporting!<br />
<br />
*Orbital familiar hijinks have been sorted out. They'll fight fairly for now.<br />
** Thanks to everyone who reported for reporting!<br />
<br />
* Entities with ship_category="RandomFloatingChunksOfStuff" (i.e. antigravitate blockade shards) can no longer proc health-on-kill or item-on-kill modifiers.<br />
** Thanks to Ayrix and dfinlay for reporting.<br />
<br />
* Fixed a bug where the "kill final boss with all mechs" achievement (and similar one for super-final boss) considered the tutorial mech as in that group.<br />
** Thanks to pmkenny1234 for reporting.<br />
<br />
* Fixed a bug where progress on the "kill final boss with all mechs" achievement (and similar one for super-final boss) was not being tracked properly.<br />
** Note: if you've gotten a kill-final/superfinal-boss-with-specific-mech achievement, and you load an old save, it will update the progress tracking for these kill-with-all achievements.<br />
** Thanks to pmkenny1234 for reporting.<br />
<br />
* Starting work on the SFX overhaul (which will take a long time to complete, bit by bit). New Banshee, Anangu, Energy Shield Module, TurboBlaster, Translocator, Railgun, PhaserGun,SplinterCannon,HornetNest,GrenadeLauncher,ClusterLauncher,PoisonedKnife,GuardianGun SFX added. Thanks to Goldenwolf for helping me with this!<br />
<br />
* 14 more new rooms added.<br />
** Thanks to community member Reath for creating these!<br />
<br />
* A few of the weedier enemies in CMP_EnemyShips have been set to not seed later in the game. Facerippers, for example, seem too weak to be seeding on later floors.<br />
<br />
* Set the few reticule based items to not seed until they are overhauled as they don't work very well on joypad.<br />
<br />
* Lots of tweaks to the main gun upgrades. More main gun upgrade tweaks.<br />
<br />
* Overhauled the Disruptor energy weapon, including new SFX. It is now a shorter range spread shot that disrupts enemy movement and fire rate. The longer you hold the burst, the stronger the disruption.<br />
<br />
* Viper Difficulty Reduction<br />
** Slowed Homing Shots<br />
** Decreased Homing Shot Homing Range<br />
** Changed color patterns so that Red, BurningRed, and Purple are only on homing shots.Red Snakes = Bad Snakes!<br />
** Added Egg shot to produce the Snake Shots (previously was invisible)<br />
** Added do_not_do_rest_of_logic_on_early_death to egg shot. Kill the egg, and the baby snake dies.<br />
<br />
== Version 1.014 ==<br />
(Released February 19th, 2016)<br />
<br />
* Flame tank mech has had it's main weapon rebalanced a bit<br />
<br />
* Blade Module is now found only in the secret room, instead of the sacrifice room<br />
<br />
* Tactical Nuke now does 650 damage and a guaranteed crit<br />
<br />
* Basic Drone now costs 90 credits instead of 20<br />
<br />
* STG-4377 damage has been lowered, and it's spread has been widened, and it no longer has infinite range<br />
<br />
* Big Leaky Battery's energy drain effect is now slightly faster<br />
<br />
* MajorCoinage now has a 40% chance of activating instead of 100%<br />
<br />
* Charger's attack range has been reduced<br />
<br />
* Labyrinth's chaser shot no longer dies on contact with the player<br />
<br />
* Missiles now explode on the very first shot they hit (they should be better at deflection now)<br />
<br />
* Combat Shield's energy cost slightly reduced<br />
<br />
* Multiple exploits have been negated in the fight with Terminus<br />
** The teleporters in the room are now one-way, and you cannot wake the boss with bullets from that location, or even damage it from there; you must step out of the teleporter to wake it<br />
** In addition, Terminus is now completely invincible as long as either of it's two guardians are in the room. If you try to skip them by running through them to the teleporters, you'll permanently trap yourself in an unwinnable state. No cheating, now...<br />
<br />
* Glassbreaker's sacrifice cost reduced by 1<br />
<br />
* Incineration module damage increased to 100<br />
** It also has a damage cap though, which is also 100<br />
<br />
* Consumable "Code: Overdrive" has had it's effective duration doubled<br />
<br />
* Battalion enemy now does not spawn until floor 6<br />
<br />
* The Corrosive Drone shots were intercepting other shots making it super OP. Fixed this so that they no longer intercept other shots.<br />
** Thanks for Pardinuz for reporting!<br />
<br />
* Escape now closes the Credits window.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Now switching between a secret room and a room with door-closing enemies does not restore your shields.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
* Magnetic shot drift no longer happens in shop rooms, to avoid accidents with the shopkeeper.<br />
** Thanks to ventifer for reporting.<br />
<br />
* Three varieties of new enemy Blademorph added. Thanks to community member Zharmad for creating these!<br />
<br />
* Updated the repulsive hornet mine to a more high res shot image. Also did the same for the grenade launcher and gravity cannon shot. Added variant colour flea guard shots.<br />
<br />
* Tweaked phase 1 Invader health and revenge spawner fire rate.<br />
<br />
* Deadly Viper enemy recategorized as a Fearsome_7x7<br />
<br />
* Shred Guardians recategorized as Wanderer_3x3<br />
<br />
* Reactive Blast Module is now the Reactive Shock Module<br />
** Instead of creating an explosion, it now creates a short range shockwave to clear bullets around the player<br />
** It now also can appear in the Defensive Shop, with a credit cost of 65<br />
<br />
* Added two more varieties of Krill Spitter<br />
<br />
* Labyrinth's chaser shot can no longer be cancelled<br />
<br />
* Enemy orbital familiars no longer render before you fully enter the room, since their orbiting offsets aren't set up until after you enter and that led to them rendering in weird places.<br />
** Thanks to dfinlay, Misery, ptarth, and dumpsterKEEPER for reporting.<br />
<br />
* Fixed some annoying cosmetic things with Reaper. Fixed it so that the Hunter nets bounce off walls more reliably.<br />
<br />
* Overhauled the Narcotics Drone to be more desirable. It now attacks of its own accord and its debuffs occur more frequently.<br />
<br />
* Tweaked Narcotics Drone description. Reduced the Corrosive Drone Size.<br />
<br />
* Added a description to the Masochism probation.<br />
** Thanks to ScrObot for reporting and Cinth for coming up with the description.<br />
<br />
* Fixed the Keyprentice and Keymaster perks.<br />
** Fix provided by Cinth! Thanks!<br />
<br />
* Added new drone Kamikaze Minibot. Available from all good retailers. -- Note, Kamikaze Drone had to be pulled due to a bug. If you still want to try it out, remove is_not_ready_to_seed="true" from the Kamikaze Minibot xml in Dayton_PowerUps.xml. It currently has issues going through teleporters. Sorry!<br />
<br />
* Corrupting Power Incredibility no long kills players on pick-up.<br />
** Also fixed the issue with Corrupting Power not dropping if you picked up another incredibility.<br />
** Thanks to dfinlay for the report.<br />
<br />
* Changed the room BGS_KickingTheHive so that there is less backtracking needed.<br />
** Thanks to Reath for reporting!<br />
<br />
* Reduced the Drone size across the board a little.<br />
<br />
* New Drone Autocannon Minibot added.<br />
<br />
* Fixed the issue with the Sacrifice shops. No more unexpected deaths from this source!<br />
<br />
* Fixed the broken Energy Shield module. A little more work is needed before it's completely polished, though.<br />
<br />
== Version 1.013 ==<br />
(Released February 10th, 2016)<br />
<br />
* Added 14 new rooms courtesy of community member Reath. Thanks, Reath!<br />
<br />
* New entity attribute:<br />
** pick_up_even_if_wastes_resources (bool)<br />
*** if set, this item can be picked up even if it grants health/items that the player can't benefit from because they're at max<br />
*** useful if that health/item grant is just a secondary effect and you want the primary effect to always be available<br />
** Thanks to Cinth for inspiring this change.<br />
<br />
* Now when you take a shield hit you glow blue instead of red.<br />
** Thanks to nas1m for suggesting.<br />
<br />
* Now if there's both enemies and a power generator in the room, simply defeating the enemies will open the doors but will not cause the room to be considered "won" (which is what defines the normal trap-shutdown behavior, etc).<br />
** Thanks to Enrymion and Misery for suggesting.<br />
<br />
* Viper enemy code has been improved, and modified to have better performance. Thanks, Ptarth for creating these changes!<br />
<br />
* MetalGrinder now comes with an extra sneaky attack. Thanks for creating the changes Ptarth!<br />
<br />
* New Enemy, Krill Spitter added courtesy of community member Ayrix. Thanks for creating the enemy Ayrix!<br />
<br />
* Added EffectType.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 />
** it's now used instead of InventoryChangePerSecond for those cases<br />
** Thanks to Maurog, Danjuro, zharmad, and LaGrange for inspiring this change.<br />
<br />
* The cheap item shop rooms no longer contain glass shootables, but instead now have caltrops in those places. This way you don't accidentally shoot the shopkeeper, but it's also a visual clue as to the type of shop (each type of shop has its own little object sort as a visual clue).<br />
** Thanks to Cinth for suggesting.<br />
<br />
*Risky Assassin no longer kills you when you pick it up with hull damage.<br />
*Risky Assassin now also will remember where your Max HP is so if you decide to swap it out later, you aren't stuck with 1/1 HP.<br />
** Thanks to Cinth for creating this fix!<br />
<br />
* Tweaked Bullet Drone, and overhauled Corrosive Drone to be more desirable.<br />
<br />
* Changed the misleading description of the Berserker level up perk.<br />
** Thanks to Whiskeh and Cinth for reporting.<br />
<br />
* Fixed a bug where there were very, very few bosses that could actually seed on floor 6, and some simply couldn't seed at all (being restricted to floor 7, which always has... something else), and others could only seed if you'd satisfied certain conditions. This led to no boss room on floor 6. A clever trick on part of the game, but we're nerfing that strategy.<br />
** Thanks to Samichama, zharmad, zekafonss, Cinth, and others for reporting.<br />
<br />
* Put in some extra checks in mapgen to prevent giving you floors with no boss rooms.<br />
** This won't fix old runs, since the mapgen for all the floors in that run is already done there. But future runs will benefit from this.<br />
** Thanks to Samichama, zharmad, zekafonss, Cinth, and others for reporting.<br />
<br />
* Halved the lifespan of the Shred Guardian blades so that they don't overstay their welcome.<br />
** Thanks to Discotech for the feedback!<br />
<br />
* Overhauled Tag Team drone. It now pathfinds to the player so it doesn't get stuck, and its shots don't obscure your vision as much as it used to. It's easier to use as a DPS booster now.<br />
<br />
* Added new enemy Anangu Initiate and variant Anangu Warrior. Thanks, Zharmad for creating these enemies!<br />
<br />
* Added Hard Mode system for Reaper.<br />
<br />
* Started looking through the secondary weapons systems for missing sound effects (and adding some if missing, of course). Also tweaked a few shot images, one was using excessive scaling so swapped it for a higher resolution image. (note to self: I'm up to Grapeshot in the item pickup xml)<br />
<br />
* Updated the Abmoog Shield enemy to not look like the ram, which might be confusing for the player. Thanks for creating the change, Ptarth!<br />
<br />
* Added a confirm-popup when starting a tutorial while you have an active non-tutorial run going in the same file (as it overwrites that active run).<br />
** Thanks to Kevin Tang for inspiring this change.<br />
<br />
* Now when you buy a health-cost item it increases the cost of future health-cost items during that run by 2. Stacks.<br />
<br />
* Now when zamboni-behavior enemies (like the blind lady enemies) are nudged by a one-way-arrow tile they treat it as a wall collision and so should reverse direction, etc.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Now when you gain max health via shard pickups it will give you a big central screen message to that effect (once you're out of battle, same as when you level up)<br />
** Thanks to Moonshine Fox for suggesting.<br />
<br />
* Now when you pick up health/missiles/health-shards/keycards/credits there's a little floating text near you to that effect.<br />
** XP was already being announced in a similar way near either the thing killed (if you gained the XP that way) or near you (if it's from an XP pickup or a deposit box).<br />
** Thanks to Moonshine Fox for suggesting.<br />
<br />
* Gain-health-on-kill and gain-item-on-kill modifiers no longer proc when killing enemy familiars and stuff from enemy spawners.<br />
** Thanks to Cloud51023 for reporting.<br />
<br />
* Invader Boss upgraded to version 4.0! The boss now has multiple stages, and has been improved for all difficulties. Thanks, Ptarth for creating the changes!<br />
<br />
* The in-game credits now properly thank the alpha testers, the community contributors, and note Erik as being involved in the game design.<br />
<br />
*Beast Mode: Reduced to 20% attack power. It was previously 40% attack power.<br />
<br />
*Anger Protocol: Reduced to 20% attack power. It was previously 25% attack power.<br />
<br />
*Large and in Charge: Reduced to 20% attack power. It previously was 25% attack power.<br />
<br />
*Changed flags on Harmony and Rocket Man to not show up with other power-ups in the pause menu. Probation items display their status on the primary screen and this was causing confusion.<br />
** Thanks to LaGrange for the report and Cinth for the fixes!<br />
<br />
* The obstacle lasers are now more enthusiastic about doing their job, in terms of hit detection and frequency of checking, so that even if you sprint across them you will be much more likely to take damage.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Both versions of the Mirror boss are now more dangerous and more tanky, and now have their own unique Hard Mode patterns.<br />
<br />
* Fixed a bug where gamepad/keyboard aiming of melee primary weapons didn't really work because it wasn't using the mouse version's rule of "always act like it has at least 30 range for angle computations".<br />
** Thanks to Cinth for reporting.<br />
<br />
* Improved the responsiveness of gamepad/keyboard firing to aim in the direction specified even for the first shot (which previously tended to go towards wherever you were facing before pressing the button).<br />
<br />
== Version 1.012 ==<br />
(Released February 2nd, 2016)<br />
<br />
* Got rid of the diagonal wall smoothing from the prior version. Two or three days of working on that and it's just not tenable.<br />
** Thanks to Cinth and ghoti221 for reporting.<br />
<br />
== Version 1.011 ==<br />
(Released February 2nd, 2016)<br />
<br />
* New enemies, Viper, Vicious Viper, and Deadly Viper integrated. Vicious starts seeding on floor 3. Deadly starts seeding on floor 5.<br />
** Thanks to Ptarth for creating these enemies!<br />
<br />
* Player collision with angled walls is now a lot smoother.<br />
<br />
* Starward Rogue has now been migrated to Unity 5.3.2, up from version 4.7 just a week or so ago. We are moving to Unity 5 with our next project, and thus we finally had a reason compelling enough to upgrade our unity 3D licenses. With that it thus made sense to also get Starward Rogue on the very latest and greatest.<br />
** Overall this doesn't make a whole lot of difference to the game itself, to be honest. But it may have some slightly better compatibility on linux and osx.<br />
<br />
* One new benefit of being on unity 5 is that the game now is able to lock the cursor to the window when you are playing in windowed mode or on fullscreen in multiple monitors. This unfortunately only works on linux and windows for some reason (this is the stated support level in unity 3d), and on windows it's still possible to grab the title bar and the other resize bar bits. But it's still vastly better than before.<br />
** We have it set so that it doesn't lock your cursor until it detects a keypress inside the game itself, and it disables itself if you open the menu or hit the cancel button.<br />
<br />
* The hitboxes for all the mechs are now half as large as they were before. This is more in line with most SHMUPs and Isaac and a number of other games, and allows for more precision play.<br />
<br />
* Updated the Demesne enemy substantially in order to make it both use higher-performance shot logic as well as not use so incredibly many shots. It was definitely a big drain on performance in any room it was in.<br />
<br />
* A completely new variant of Shred Guardian has been added, plus some balance fixes for the other variants.<br />
** Thanks to Ptarth for creating the new variant and providing the balance tweaks!<br />
<br />
* Added a new settings option to the extras tab:<br />
** Debug: Check XML Validity<br />
*** If this is on, then when XML files are read in it will check to see if there are any attributes that refer to nonexistent features. These generally indicate typos or other xml errors. This doubles the amount of time it takes to parse the xml, though, so it's off by default (it's still fast either way).<br />
** This solves some minor performance issues introduced in version 1.010 when this was added. However it's not related to the overall larger hitching.<br />
** A bug relating to this has also now been fixed that was wasting about 50MB of RAM, and this bug may have been the cause of the overall hitching we started seeing in 1.010.<br />
<br />
== Version 1.010 ==<br />
(Released January 30th, 2016)<br />
<br />
* The way that the completion percentage is calculated has been massively updated to now include your perfections against bosses, your wins with incredibilities, and so on.<br />
<br />
* The full 7-floor runs now unlock after 3 runs rather than 10.<br />
** We originally did it as 10 because another popular game in the genre does that. But lately we've been getting frustrated at how long it takes before players are even able to see that awesome content that comes after beating The Warden three times. For a youtuber or a twitch streamer it's really quite a time investment to even consider it.<br />
** Thanks to dfinlay for giving us the kick in the pants to actually make the shift, though. :)<br />
<br />
* Fixed a scripting mistake on Cheapskate.<br />
** Thanks to sherpajack for reporting.<br />
<br />
* Added an attribute to entity nodes: frequency_in_enemy_seeding (int, default 100)<br />
** this is actually an alias to frequency_in_item_pools, which now also impacts normal enemy seeding frequencies, but this name would make more sense in the xml for enemies<br />
<br />
* Fixed a bug where the "win run having held incredibility X since Floor 1" achievements weren't working because they were requiring you to pick the item up on Floor Zero... um, yea, sorry.<br />
** Thanks to Soupinator for reporting.<br />
<br />
* Fixed a bug where the statistics window wouldn't respond to the Cancel or OpenMenu keybinds, and thus couldn't be closed via controller.<br />
** Thanks to Reath for reporting.<br />
<br />
* Now if you somehow get stuck completely outside the room's boundary rectangle it will gradually bump you into it, to avoid it being a bricked run.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Fixed a bug where in the rare cases that floor generation just couldn't come up with something after a hundred tries, you could get a partial run generated but not the whole thing. Now in those cases it just rerolls the whole dungeon, and keeps jolly well doing so until it finishes one properly.<br />
<br />
* Fixed a bug where floorgen would sometimes allow mismatched door connections, which could leave you stuck in a wall if you went through one. Now it throws those floors back.<br />
<br />
* Now when you use a mysterious circuit you didn't know about yet it displays a message in the upper-left with the name and description of the now-known circuit.<br />
<br />
* Setting a bullet pattern loop's iterations to zero just has it never execute its body now, instead of acting like iterations="1".<br />
** Thanks to ptarth for suggesting.<br />
<br />
* Halved the frequency at which Tiny Transport seeds.<br />
* Further reduced the frequency at which Tiny Transport seeds. They should be pretty rare now. Slightly reduced the amount of drops each one can give. Credit Tiny Transport now drops 3 credits per drop in order to balance the usefulness of its drops compared to the other two varieties of ship.<br />
** Thanks to Dfindlay and Amitiel for the feedback.<br />
<br />
* Now when the game is loading xml content, it checks afterward to see if there's any data (specifically, attributes) it didn't use, and if it finds any it fusses in a short message in the upper-right message log and dumps the details to UnrequestedXMLAttributes.txt<br />
** Bear in mind that the message log doesn't show on the title screen, but does show on the file select screen.<br />
** Thanks to ptarth, zharmad, Misery, and many others for inspiring this change.<br />
<br />
* The text shown near the top for active probations has been cleaned up to not have stray zeroes and weird descriptions and so on.<br />
<br />
* Some updates have been made to the input handling to fix an issue where the custom dead zones were apparently not being properly applied to the left and right thumbsticks in all cases, particularly on linux -- but in general possibly on most cases where xinput is not being used.<br />
** Thanks to HerrGnatz and PoloBaquerizoH for reporting.<br />
<br />
* Added a new Shred Guardian courtesy of community member ptarth.<br />
<br />
* Fat Bullets is now Precision Ammo - Bullets are 25% smaller but also deal 20% more damage.<br />
<br />
* Enormous Bullets is now Contaminated Ammo - Bullets poison enemies for 50 damage over 2 seconds.<br />
<br />
== Version 1.009 ==<br />
(Released January 28th, 2016)<br />
<br />
* Expanded the new "does not block sight even though it blocks pathing" thing to a bunch more room features; the enemies may not actually be able to _hit_ you while you're hiding behind that laser emitter, but they can try. And have a much better chance than if you were actually behind a solid wall.<br />
<br />
* Added new attribute to the bullet pattern "loop" node: take_pants_off_head (bool)<br />
** This suppresses, for this loop tag, the longstanding (all the way back to TLF) bug where on iterations after the first it would often skip the first action in the loop.<br />
** For the less sarcastic content contributors, you can use an alias for this new attribute: suppress_loop_bug<br />
** This defaults to false because many of the existing loop tags would cause infinite-loop behavior if the bug were fixed for them.<br />
** Thanks to ptarth, Misery, and others for reporting.<br />
<br />
* Added stats for how many runs until you unlock 7-floor runs, and for which incredibilities you've won a run while holding.<br />
<br />
* Energized Glass Hull is now disabled (likely to be removed unless it it re-worked). <br />
** New Incredibility - Corrupting Power : Gain a high amount of max energy and you will regenerate energy over time... but at what cost? ;)<br />
<br />
* A new "metal grinder" deadly pursuer enemy has been added to the game.<br />
** Credit to community member ptarth for yet another awesome creation.<br />
<br />
* A new "Tiny Transport" enemy has been added to the game.<br />
** Tiny Transport. These are kind of like the health and potion gnomes from Golden Axe; the more hits you can get in on them before they explode, the more drops you get.<br />
<br />
* A number of OSX controller incompatibilities (and linux ones as well) should now be solved. We had not noticed that were were a preponderance of preprocessor compiler directives in the InControl code, rather than using Application.platform. Given we compile on windows, this created a problem. We've shifted everything over to be compile-computer-agnostic, so presumably those issues (they were actually missing bindings) should be fixed.<br />
** Please do let us know if this doesn't do it, though. We haven't actually had a chance to test it out in the situations that were an issue before. It's been a... trying... day.<br />
** Thanks to Sounds, Sounds of Silence, beatnikbedlam, lessster, and RuySan for reporting.<br />
<br />
== Version 1.008 ==<br />
(Released January 27th, 2016)<br />
<br />
* Kill tracking for multi-stage entities now only happens when the final stage dies, and it tracks under the first stage's name.<br />
** This avoids a problem where you got "credit" for killing a boss when you'd only killed the first stage, even if you then died before winning the fight.<br />
** Thanks to Danjuro for inspiring this change.<br />
<br />
* Fixed a bug where the difficulty of the tutorial was being set according to the last run of the test chamber (which is basically just for devs and modders), and since the tutorial is the first thing that runs when you start a new file it could result in all your new files being set to Misery difficulty without you realizing it.<br />
** This may have only impacted a certain developer who was wondering why he was suddenly so bad at this game.<br />
<br />
* The game is now way more aggressive about using different room scripts for rooms of the same general type, until it runs out of "new" ones and then it just starts over.<br />
<br />
* The energy bar in the lower-left now shows your actual current and max amount of energy.<br />
** Thanks to Ljas for suggesting.<br />
<br />
* Now any inventory item type (missiles, energy, etc) that has a maximum cannot have that maximum modified below 1. Otherwise when it hit zero it just becomes "no max" and doesn't work right.<br />
** Thanks to Nargasse for reporting.<br />
<br />
* The minimap now doesn't show icons for missiles or credits left in a room if you're at max capacity for those items.<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Fixed a bug where weapons with shots_per_salvo > 1 and placed in a system offset would not properly offset the secondary shots.<br />
** Thanks to ptarth for reporting.<br />
<br />
* There's now a short "Victory!" display after you win a run, followed by a fade to black, rather than dumping you straight to the menu when the last floor boss dies.<br />
** You are invincible during this time.<br />
** Thanks to Ljas and zharmad for inspiring this change<br />
<br />
* Keyprentice is now on level 3 instead of level 9, and it now only gives you 5 keys instead of 10.<br />
** Keymaster is now on level 8 instead of level 10, and now only gives you 20 keys instead of 50.<br />
** Thanks to zharmad for suggesting.<br />
<br />
* When we updated the game to the new version of Unity, apparently it switched our fullscreen mode into windowed borderless instead of true fullscreen mode, which performs worse. It now runs in true fullscreen mode again.<br />
** Thanks to Soupinator for reporting.<br />
** Also thanks to his workaround for v1.007: "Current workaround: use -force-opengl in the command line, since fullscreen is only broken in the Direct3D renderer, but this makes the graphics a bit fuzzy."<br />
<br />
* In an effort to make sure you actually see the various items we worked so hard to make, and to make getting loot more exciting:<br />
** Your base chance to get loot after winning a room is the same, but each time you fail the roll it goes up for next time until it succeeds.<br />
** When room-win loot would give you a consumable item (as opposed to a minor item), at various intervals it will instead give you a main-weapon, energy-weapon, or power-up item. Those intervals are randomized but controlled to ensure some rate of each.<br />
** When seeding from many of the significant item pools, the game's now fairly aggressive about not seeding the same thing more than once when there are still things that haven't been seeded. When it runs out of choices under this rule it starts over for that (group of) pools.<br />
** When you open an unlocked chest, you have a small chance of getting loot from the locked-chest pool. If this roll fails the chance goes up for next time until it succeeds.<br />
** The game is now much more aggressive at making sure it seeds all of the available reward/shop rooms before it goes back to ones it's already seeded in that run.<br />
** Thanks to Misery, Wingflier, evilution, zharmad, Matruchus, and others for inspiring these changes.<br />
<br />
* The max-health reduction from losing a condemned room or from buying an item with health are now applied after the difficulty-based health multipliers, so they don't cause greater-than-expected losses on lower difficulties.<br />
** Thanks to Jacic for reporting.<br />
<br />
* XP yield from depositing credits at a console is now multiplied by floor number, as with other XP gain.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Added a button to the test chamber screen that tries to open the Starward Rogue wiki in your browser.<br />
<br />
* Now when you have the steam overlay active, the game pauses in the same way as when the escape menu is open.<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Now when a room script is flipped on either the x axis or the y axis (but not both), any entities with passive_rotation_speed in the room act as if that value's sign were flipped.<br />
** Thanks to Tornis and Pepisolo for reporting.<br />
<br />
* The visuals for caltrops and floating debris have been updated to be a lot more visible, since some folks were having trouble seeing them.<br />
<br />
* The normal enemy health bar is now at the top where the boss health bar is (if both are shown, the non-boss one goes lower).<br />
** This also means the normal enemy health bar doesn't block other tooltip info from showing, and vice versa.<br />
** Thanks to Castruccio and zharmad for inspiring this change.<br />
<br />
* Brute now only grants a 10% bonus to attack power, not a 20% bonus. That was getting to be a bit overpowered.<br />
<br />
* The costs of items in the health sacrifice shops are now much more substantial, since the overall amounts of health players have these days is a lot higher and thus these were way too cheap to get.<br />
** Anything that cost 3 before now costs 7, things that cost 2 before now cost 5, and things that cost 1 before now cost 3.<br />
<br />
* Sideshot no longer seeds until you are two floors down.<br />
** Thanks to nas1m for reporting.<br />
<br />
* The term "reload time" has uniformly been changed to be "fire rate." Before both terms were used, which was confusing.<br />
** Thanks to Tornis for suggesting.<br />
<br />
* In recent builds, Terror Bubbles were just sitting there on Normal difficulty and down, because they had no weapons on those difficulties. Fixed!<br />
** Thanks to Cinth and Nova225 for reporting.<br />
<br />
* The impassable glass blocks that you can shoot through now no longer block line of sight.<br />
** Note: this won't help with rooms you've already entered, because the data is set up when the block is spawned.<br />
** Thanks to crazyroosterman and Misery for reporting.<br />
<br />
* Now if you've picked up an incredibility, and you pick up another, the first is dropped on the ground.<br />
** Thanks to Misery for suggesting.<br />
<br />
* The fire left by your mech when you have a hotrod system is now much larger, thus looking more interesting.<br />
<br />
* The game now uses a scaled radial dead zone of 0.25 for all analog input thumbsticks, which means that they should all "just work" now.<br />
** This is the same as they had prior to us moving to the more recent InControl asset, which was using 0.2 instead and was using an inferior algorithm.<br />
** This in particular should patch up the XBox 360 controllers that are a little worn. If any of them still have trouble, then there are now sliders inside the main Game tab of the settings window that allow you to adjust these to the needs of your particular controller.<br />
** Thanks to [ES.GR] Ziltoid Le Muet (Cpl), Sounds, lessster, Invader Xom, Rhakyr, Castruccio, beatnikbedlam, and Apathetic for reporting.<br />
<br />
== Version 1.007 ==<br />
(Released January 26th, 2016)<br />
<br />
* Fixed a bug where bouncing mines had a different damage type (Ballistic) than stationary mines (Explosive), and thus stuff that gave immunity to explosive damage didn't protect you from bouncing mines.<br />
** Thanks to waylon531 for reporting.<br />
<br />
* Now when you press E to level up, if there are any more of those big central screen messages still showing they're cleared so they don't get in the way of the level up display.<br />
** Thanks to Moonshine Fox for inspiring this change.<br />
<br />
* Made the glass pots no longer shootable by enemies.<br />
<br />
* There will no longer ever be more than one Sideshot seeded per room, thanks to a new never_seed_more_than_one_per_room flag on it.<br />
** This flag is ignored on Misery difficulty, so you can run into really brutal groups of enemies there still.<br />
** Thanks to nas1m for suggesting.<br />
<br />
* The game now properly uses aliases for some of the common center-gamepad buttons so that they all map the same way across gamepads. Aka the Menu button on the XBox One controller is the same as Start on the 360. And the View button on the XB1 is the same as the Back on the 360. That way you don't have to change your default mappings around to get those to work. Start and Select also map to those, respectively, for usage on PS3 controllers and similar.<br />
** In the past this was set up for the 360, but with the prior version we inadvertently set this up for the XB1 so that the 360 then required a remapping to a control icon that looked identical. No longer!<br />
<br />
* In windows, the game now uses XInput rather than the default wrappered unity input. This fixes a few lingering issues with the triggers on the xbox one controller in windows only (they were fine in other OSes as of last version).<br />
<br />
* The game now allows you to back out of most windows using the menu button as well as the cancel button. This has been requested for a while, actually, and isn't related to the new input interface.<br />
<br />
* Fixed up the way that the hitting escape/B/cancel to get out of the game at the main menu was not working properly in the prior version.<br />
<br />
* Fixed a number of bugs relating to the virtual gamepad cursor in the escape menu selecting the wrong thing.<br />
<br />
== Version 1.006 ==<br />
(Released January 26th, 2016)<br />
<br />
* Added new toggle to extras tab of settings window: Always Use OS Cursor<br />
** If this is on, the game never uses the gamepad "virtual cursor" even if the gamepad is in use.<br />
** Thanks to Saphirahk and nas1m for inspiring this change.<br />
<br />
* Now if the revealed minimap is so big that it overruns its borders on the escape menu, it is scaled down to at least roughly fit within it.<br />
** Thanks to Tolc for reporting.<br />
<br />
* New "Gemini siblings" enemies from community member zharmad!<br />
<br />
* Fixed a bug where shopkeeper kills were not checked for achievements because it never did the room-win logic for shops.<br />
** Thanks to Matruchus for reporting.<br />
<br />
* Fixed a bug where one of the three code-branches that checks for waking the shopkeeper was checking the thing doing the damage rather than the shopkeeper for the waking-immunity to stuff not directly fired by the player.<br />
** Thanks to Reinhark, Cinth, and Matruchus for reporting.<br />
<br />
* Fixed a null exception that could occur shortly after loading a save.<br />
** Thanks to Danjuro for reporting.<br />
<br />
* Changed the logic of using keycards to unlock all doors in the room on the other side, rather than just the door facing you.<br />
** Otherwise a shop/item-room/etc that was locked could take two keys to get "through" to the other side, and if there was literally only one available and that was between you and the boss, well...<br />
** Also changed mapgen logic so that the next-to-start item room which often spawns cannot be locked, as that can cut off other areas of the map.<br />
** Thanks to SourKiwi for reporting.<br />
<br />
* Fixed a bug where the cryofreeze and other aoe effects would try to affect invincible stuff like caltrops.<br />
** In the case of cryofreeze, this could mean a lot of unnecessary sound effects.<br />
** Thanks to dumpsterKEEPER for reporting.<br />
<br />
* Fixed a bug where the "if you destroy a health shard block in a room adjacent to an unknown secret room, reveal that secret room instead of spawning the health shard" logic was instead checking for _known_ secret rooms. Cute.<br />
** Also, now when you enter a room bordering an unknown secret room, and the room you're entering has no heath-shard blocks (that normally reveal the secret when you blow them up, if there is one to reveal), it tries to convert a normal bombable block to one of those.<br />
*** If it fails to do that, it just reveals the secret room(s).<br />
** Thanks to nas1m, Watashiwa, and many others for reporting the frustration with secret rooms not being revealed.<br />
<br />
* Now when the game is seeding pickups that go in your main gun, energy, missile, or attachment slots it will never pick what you've already got equipped at the time of the seeding.<br />
** Thanks to TheVampire100 for inspiring this change.<br />
<br />
* New enemy "Demesne" added<br />
** This is another "Fearsome" type of foe... be careful around this guy!<br />
<br />
* Fixed a potential null exception bug when starting up the game.<br />
** Thanks to mrhanman for reporting.<br />
<br />
* Backfire now always uses BOTH of it's phases instead of randomly skipping to the second one.<br />
** It also now has more HP in both phases<br />
<br />
* Now the game tracks when you pick up multiples of the same powerup (for instance, level up perks that may be picked multiple times) and displays x2, x3, etc to show that.<br />
** This won't show that for powerups picked up multiple times in older saves because it wasn't tracked.<br />
** Thanks to Kevin Feederline, FroBrodine, and waylon531 for suggesting.<br />
<br />
* Fixed an issue accidentally introduced in version 1.005 where you could only pick up perks of each type one time, which would lead to blank perk selection screens on later levels.<br />
** Thanks to Reinhark for reporting.<br />
<br />
* ItemGainChanceOnEnemyKill and ItemGainOnEnemyKill modifiers now only proc against Ship entities; so not shots or obstacles.<br />
** Thanks to nas1m for reporting.<br />
<br />
=== Keyboard / Gamepad Controls Updates ===<br />
<br />
* Updated the game engine to Unity 4.7 instead of 4.6.7.<br />
** We generally try to avoid doing engine updates unless there are benefits or bugfixes that actually impact us. Past experience has taught us that new engine bugs appear unannounced, and we prefer to avoid those when possible by staying on known-stable versions until we need to not.<br />
** That said, this new version seems to be stable, and also is required in order to support the new InControl plugin.<br />
<br />
* We have completely gutted the underlying gamepad support and rebuilt it from the ground up with the InControl asset store plugin as the underlying basis for it.<br />
** This solves the XBox One controller compatibility issues, as well as making default bindings for the playstation 4 controller and many other main controllers now automatically kick into place.<br />
<br />
* The "Fire Up" and "Fire Up (Alt)" keybinds (and their down, left, and right counterparts) now cause your energy and missile weapons to target that direction too, even if normally they would target the mouse cursor.<br />
** Thanks to dfinlay for inspiring this change.<br />
<br />
* There is a new Debug: Show Gamepad Raw Inputs option in the extras tab of the settings menu.<br />
** If this is on, then any detected raw input from your gamepads will be shown on the left side of the screen. Useful for debugging but not much else.<br />
<br />
* The confirm popup now supports gamepad left-right (on either the dpad or the analog stick) to switch between the buttons, and the execute button to simulate a click on the highlighted button.<br />
** Thanks to Cyprene for inspiring this change.<br />
<br />
* Note: these changes have caused us to need to reset all of the existing key bindings to their defaults. If you had custom mappings you will need to remap those. Apologies!<br />
<br />
== Version 1.005 ==<br />
(Released January 25th, 2016)<br />
<br />
* Now when you use the in-game delete function on a file slot, it actually replaces that file with a very small file (just containing the text "deleted") which the game treats as an empty slot.<br />
** This way, steam cloud will not "helpfully" immediately repopulate the save file.<br />
** Thanks to ProfessorPaul1290 for reporting.<br />
<br />
* Now if you get a corrupt save message you have the option (again, removed late in alpha) to keep or delete.<br />
** If you delete, it actually copies it to a backup location and overwrites the slot with a small file that the game will treat as empty but the steam cloud will not automatically copy back over.<br />
<br />
* The perk screen now continues showing the previous HUD (for stat info).<br />
** Thanks to robdon for suggesting.<br />
<br />
* The knockback_resistance stat now also applies to weapon kickback.<br />
<br />
* The RedShift mech now has full immunity to both kickback and knockback.<br />
** Thanks to Apathetic for inspiring this change.<br />
<br />
* set disappears_if_room_left to true on the antigravitate blockage shards<br />
** Thanks to Apathetic for inspiring this change.<br />
<br />
* The boss "Backfire" is now active!<br />
** This has been completely redone from the ground up from what it used to be in the alpha. Be ready to deal with it's minions!<br />
<br />
* The Warden no longer falls asleep during phase 4 of it's attack<br />
<br />
* Fixed a bug where the recently added "missiles destroy shootables without them morphing into their more-damaged states" logic was causing the pathfinding-block on shootable-A and shootable-B objects to not be cleared when they died (because it was only being cleared when the C stage died, and that was being skipped).<br />
<br />
* Fixed a bug where OnRoomSwitch effects could fire when switching from an old run to a new run.<br />
<br />
* Fixed a bug where OnRoomSwitch effects that reduced hull health on the player would not actually do any damage due to the "invincible until leaves the doorway" logic.<br />
<br />
* The Medical Emergency pickup now only does its damage when you enter a room for the first time, not every time you switch rooms.<br />
** Thanks to The Hunter for inspiring this change.<br />
<br />
* The Impatience level-up perk now won't show up on the perk menu if you are already on the last floor of the run.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* The minimap icon for major item rooms and health storage rooms now disappears if you've entered the room and there are no pickups on the floor.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Fixed a bug with QuadEE/ZMC_GlassPipes. It was possible to get a Pearl trapped inside of Glass Unbreakable blocks, which made it not shoot or be killable, making the room unexitable.<br />
<br />
* Pearls now wake on being shot.<br />
** Thanks to Apathetic, Cinth, Paladinlord10, and Watashiwa for reporting.<br />
<br />
== Version 1.004 ==<br />
(Released January 23rd, 2016)<br />
<br />
* The minimap on the escape menu now has mouseover tooltips on the individual rooms.<br />
** The tooltip also lists any items on the ground in that room, if you've been there before.<br />
<br />
* Fixed a bug where a familiar that was supposed to only be for that room would respawn if you spawned it, left before it died, and deployed another familiar.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Put in further logic to prevent shopkeepers from being aggroed (or damaged) from sleep by anything other than a player-directed shot.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Fixed a bug where chests and other animated "special objects" spawned after room completion were not having their animators set up and thus were invisible (until opened, in the chest case).<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Enemy Spawners now explode when the room is cleared.<br />
** Thanks to ptarth for inspiring this change.<br />
<br />
* The width of columns on the Statistics screen has been broadened to accommodate some of the item names being longer than they were when that screen was set up.<br />
** This also prevents the close button from overlapping the next page button.<br />
** Thanks to robdon for reporting.<br />
<br />
* Added a "Fire Main Gun" key bind, replacing the hardcoded "hold down left mouse to fire main gun" logic.<br />
** Thanks to Cyborg for suggesting.<br />
<br />
* Fixed a bug where the 5-familiar achievement was counting some familiars twice (or after they died).<br />
** Thanks to Apathetic for the report and save.<br />
<br />
* Fixed a bug where occasionally a direct-fire shot would be fired as if it were "leading" the target.<br />
** Thanks to Misery for reporting.<br />
<br />
* Fixed a bug where the logic for resetting your position after dying in the tutorial was not reopening the doors, and thus causing you to be stuck there on the threshold of the door, if you entered through one.<br />
** Thanks to Arnos for reporting.<br />
<br />
* The game is now set to internally use the en-US format, so that hopefully those using other languages on the linux platform won't have to use the workaround of launching the game with the LC_ALL=C %command% or LANG=en_US %command launch option on.<br />
** Thanks to lessster for reporting.<br />
<br />
* Now the boss intro only has the boss go halfway across the screen, and then scale up to dominate the screen before fading out.<br />
** Thanks to Omgaar for inspiring this change.<br />
<br />
* The default Steam controller recommendation should is now 'Gamepad' instead of "Gamepad with high precision camera/aiming"<br />
** Thanks to death2cupbots for reporting.<br />
<br />
== Version 1.003 ==<br />
(Released January 22nd, 2016)<br />
<br />
* Fixed a rather serious bug in the last version that was causing the player to not be able to move upon entering rooms. Err... yeah, not sure how that slipped past us. Real sorry about that. We are very tired and clearly should not be making major changes right now. Thanks for understanding!<br />
** Thanks to Isaac, Cyprene, waylon531, Apathetic, and tupelocase for reporting.<br />
<br />
* The banshee now is more aggressive with its counterattacks again. Not so much as pre-1.0, but still a lot more than in 1.0.<br />
<br />
== Version 1.002 ==<br />
(Released January 22nd, 2016)<br />
<br />
* Fixed a bug where you could fire your weapons during just-entered-room invincibility.<br />
** Thanks to Moonshine Fox and others for reporting.<br />
<br />
* The text list of powerups at the bottom right of the escape menu is now a row/grid of icons with mouseovers for the names/descriptions.<br />
** Thanks to Apathetic and donblas for inspiring this change.<br />
<br />
* A new music track has been composed for the game! FTB 629<br />
<br />
== Version 1.001 ==<br />
(Released January 22nd, 2016)<br />
* The game will no longer seed secret rooms "from" shop, item, miniboss, secret, starting, or condemned rooms to avoid doors that look like they go to nowhere, or cannot be revealed.<br />
<br />
* Fixed a longstanding bug where secret rooms were requiring a 2x2 free space on the grid instead of 1x1.<br />
<br />
* Extended the destroy-enemy-shots-on-room-clear logic to continue clearing enemy shots from the room afterward instead of just once, as there are a few things that can continue to emit shots.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Updated the changelog to point to this new page.<br />
<br />
* Fixed up a mouse input issue that was a recent consequence of a perhaps-foolish major fix to some really unusual gamepads last night, which then broke mouse support for some folks with trackpads. The new system should work for everyone, as it is more unified and gets rid of some of the legacy input code that has been weighing down the button clicking for some time now.<br />
** Basically unity has an "input" way of handling clicks and such, and a "gui" way of doing it. We used to do a hybrid of both. Now it's all the "input" type, which is better for a lot of reasons.<br />
** Thanks to nas1m for reporting.<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Early Alpha Release Notes]]<br />
<br />
.<br />
<br />
.<br />
<br />
[[Starward_Rogue:Main|Starward Rogue Main Page]]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.0_Release_Notes&diff=28155Starward Rogue:Post-1.0 Release Notes2016-04-30T19:09:20Z<p>Zogheen: Protected "Starward Rogue:Post-1.0 Release Notes" ([Edit=Bureaucrats Only] (indefinite) [Move=Bureaucrats Only] (indefinite))</p>
<hr />
<div>== Version 1.019 ==<br />
(This isn't done yet, we're still working on it.)<br />
<br />
* New Hotrod SFX, and a added particle effect.<br />
<br />
* Upped Miniboss HP, 10% across the board.<br />
<br />
* Miniboss Tri has been significantly improved, including Hard, and Misery mode versions.<br />
<br />
* Fixed the Nanite Leeches not appearing in the GUI, once picked up.<br />
** Thanks to logorouge for reporting!<br />
<br />
* More new SFX for Crystal Mother, Spiders, Amberbarrage, Crossclaw, and RearBurstTurret. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Changed the Redshift Mech starting secondary to the Precision Railgun.<br />
<br />
* Updated the Reaper's Misery mode version.<br />
<br />
== Version 1.018 ==<br />
(Released March 28th, 2016)<br />
<br />
* Fixed a bug where homing weapons (especially ones with a homing delay) could wind up homing on the invisible bouncing mine emitters.<br />
** Thanks to Pepisolo for reporting.<br />
<br />
* Fixed a few problems with the FamiliarFollower logic that was making it rubber-band back and forth between the player and the enemy, etc.<br />
** Thanks to Pepisolo and ptarth for reporting.<br />
<br />
* Fixed a bug where a system with homing and a bullet pattern would allow the homing to work on the initial firing (it was correctly not trying to home after that; bullet patterns override homing until the pattern expires).<br />
** Thanks to Pepisolo for reporting.<br />
<br />
* Tweaked the following consumables: One Way Barricade (shot change), Tactical EMP (tweaks), Ricochet Circuit(now last for a whole floor), Stim Pack(now last for a room), Overheating System(tweaks and now last for a room), Overloading Circuit (duration increased to 30 seconds), Energy Boost Circuit (now plus 20 energy), Siphoning Circuit (new you lose 20 energy), Supernova (larger AOE on explosion, needs more work, though), Ludicrous Speed Circuit(made the speed increase more ludicrous), Carnage (upped duration to 15 seconds), AllTheRockets(increased duration to 30 seconds), ShieldsDown (increased duration to 30 seconds),Code Annihilate(slight damage increase),Code_Overdrive(increased duration to 15 seconds),Code_Defend (now last for a room), SignalTriangulator(This now reveals the boss room rather than teleporting you straight there), Beaming Probe and Incinerator Probe (tweaked to be more useful), OrbitingBattleStation (now fires multiple shots), all consumable sentries now block shots but they have limited health.<br />
<br />
* New consumable item Wormhole Journey added.<br />
<br />
* New consumable item Anomaly Detector added.<br />
<br />
* Changed Autocannon Minibot to a use the FamiliarFollower (pathfinding) behavior.<br />
<br />
* New BullRush,BullDog, and Battleswarm SFX. New Spine Ballista SFX. Fixed Pressure Shotgun audio typo. Thanks to Goldenwolf for helping me with this!<br />
<br />
== Version 1.017 ==<br />
(Released March 17th, 2016)<br />
<br />
* PathfindingAttacker enemies now update their paths more frequently.<br />
** Thanks to Pepisolo and ptarth for suggesting.<br />
<br />
* Tweaked the Riot Suppressor for performance and balance. Shots no longer pierce walls. Slight damage decrease.<br />
<br />
* Improved the Hunter Killer weapon.<br />
<br />
* Overhauled the SerratedSpineLauncher. It now causes toxic bleeding.<br />
<br />
* Overhauled Purifying Nova. It's a lot more visually satisfying now, and also clears enemy shots.<br />
<br />
* More SFX work. New Fencing Needle and Caliburn SFX. Added new Paragon, Reaper, Bastille, Arcoris, Hunter and Tri SFX. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Fixed a bug where not setting modifiers_applied_to_nearby_entities_max_simultaneous_affected (thus leaving it at the default of zero) would cause NearbyEnemies modifiers to never be applied to anything. Now the default functions as "no limit".<br />
** Thanks to ptarth for reporting.<br />
<br />
* Added to system:<br />
**deflected_shots_inherit_speed (bool)<br />
***only meaningful if deflects_shots is true, makes affected shots go the same speed as the shot deflecting them<br />
**deflected_shots_inherit_angle (bool)<br />
***only meaningful if deflects_shots is true, changes the angle of affected shots to match the shot deflecting them<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* Preliminary Hard and Misery mode Hunters added, although more work is needed. More Hunter tweaks.<br />
<br />
* Fixed some missing SFX caused by typos.<br />
<br />
* Glass walls and disrupted regenerating walls no longer cause shot-spawn to be offset from them, since the shots can pass through them anyway.<br />
** Thanks to samnainocard and Pepisolo for reporting.<br />
<br />
* On system, added:<br />
**shot_homing_delay (float)<br />
***if set, the shot won't start homing until this many seconds after spawning<br />
***only meaningful when combined with shot_homing_range<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* Fixed a bug where cue_time > 0 would prevent shots_per_salvo > 1 from having any impact (it would just fire one shot).<br />
** Thanks to ptarth for reporting.<br />
<br />
* Kickback now happens after cue-time is complete, and after all shots in the salvo have been fired.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Adjusted the upper-left "Main Menu" label on the "after loading a file slot" screen to match the position of the "File Select" label on the previous screen.<br />
** Thanks to kingisaaclinksr for reporting.<br />
<br />
* Removed support for "periodic movement modes" because, though spec'd out and implemented in some detail during development, they were never actually used in the released game and are generally very buggy. Whatever we might want to do using these could instead probably work via movement controlling bullet patterns, etc.<br />
<br />
* Now that folks have had a chance to get used to the weird test-chamber button order of "[Cancel] [OK] [BLANK] [Wiki]", we're switching it to the more reasonable but now strange "[Wiki] [Blank] [Cancel] [Okay]".<br />
** Thanks to ptarth for suggesting.<br />
<br />
* New main weapon Smart Gun added.<br />
<br />
* Two new varieties of Bulldog and Bullrush added.<br />
<br />
* Added Banshee performance improving flag.<br />
<br />
* Changed any "ammo" references when referring to energy weapons to "energy".<br />
<br />
* Weight Optimization reworked to modify enemy movement speeds.<br />
** Thanks to Discotech and logorouge for reporting.<br />
<br />
* Added two more Arcoris variations.<br />
<br />
* Tweaked some of the guns. Fixed a missing Cluster Launcher mech gun image.<br />
** Thanks to Goldenwolf for the feedback!<br />
<br />
* Improved the Nanite Leeches to have more presence. It now fires 8 homing leeches.<br />
<br />
== Version 1.016 ==<br />
(Released March 8th, 2016)<br />
<br />
* More SFX work. New Incinerator, Twin Machineguns, Precision Railgun, Splitfire Cannon, Venomous Stinger, Riot Suppressor, NarcoStinger, BoomerangNeedler,TorpedoCannon, Deleter,HolyFire, HunterKiller, GravityCannon, Corona and Detonating Rose explosion SFX. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Improved handling of ricochets to avoid cases where shots just disappear on hitting a wall.<br />
** Thanks to ptarth for extensive testing and feedback on this.<br />
<br />
* Turned the Hornet Nest SFX volume down a bit. Also did the same for the Guardian Gun, Fragment Cannon, Cluster Launcher, Phaser and the Translocator.<br />
** Thanks to Krysle Quinsen, Econael, and Crolley for the feedback!<br />
<br />
* Fixed a bug where your familiars could auto-target bouncing mine emitters, which are invisible and can't be hit anyway.<br />
** Thanks to Pepisolo and Solar Marine for reporting.<br />
<br />
* Fixed a bug where familiar-based weapons couldn't harm wake-on-shot enemies (like facerippers) at all, even after the enemy was awake.<br />
** Thanks to crazyroosterman, Cinth, and Pepisolo for reporting.<br />
<br />
* Increased Guardian Blaster width. Tweaked Raincannon colour. Tweaked Suppressor shot size and colour. Improved the Grapeshot. Now fires a burst of shots. It's now a limited ammo, but high power weapon. Tweaked Precision Railgun. Improved the Splitfire Cannon. Also improved Narcotics Stinger.<br />
<br />
* Overhauled Venomous Stinger. It now infects enemies, and infected enemies explode into a pool of venomous sludge upon death.<br />
<br />
* Made it very unlikely to slide through a one-way tile next to a wall by running into the wall.<br />
** Thanks to Pepisolo and ptarth for reporting.<br />
<br />
* Put in some code to hopefully prevent some issues with loading sounds in some cases.<br />
** Thanks to Econael, Amitiel, and samnainocard for reporting.<br />
<br />
* Some mapgen-related error messages are now silent log entries because there's already recovery mechanisms in place to make sure the player gets a fully formed dungeon.<br />
** Thanks to TuxedoBra for reporting.<br />
<br />
* Changed various items from "add/subtract missiles/energy/whatever at a massive rate for a very short period of time" behavior to simply adding/subtracting a large amount, so that the effect would show up immediately even when you're playing RedShift and time isn't normally passing.<br />
** Notably, the missile refill effect from Arms Race.<br />
** Thanks to Solar Marine, Cinth, ventifer, and ptarth for reporting.<br />
<br />
*Added new attribute to xml schema for bullet node: initial_angle_is_absolute (bool)<br />
**makes the initial angle of the bullet not be relative either to the angle from the firing entity to the target entity or to the rotation of the firing entity<br />
**Thanks to ptarth for suggesting.<br />
<br />
* Redid Reaper Hard mode, Misery mode version also added, but this may need something a bit extra.<br />
<br />
* Fixed a bug where EntityModifierType.DoubleItemGainChance (used by "Major Coinage" and "Wishing For More Wishes") was working for all item types, not just the one specified.<br />
** Thanks to Solar Marine and ptarth for reporting.<br />
<br />
* Added new FamiliarType: PtarthianOrbit<br />
** Behaves like SimpleCircleOrbit, but doesn't try to automatically space out the familiars in a ring. 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 />
** Thanks to ptarth for inspiring this change.<br />
<br />
* Added new sub-node type for entity nodes: familiar<br />
** Basically this is like adding something to the end of the "familiars" list that's already there, but allows you to set some additional info.<br />
** Attributes:<br />
***type (entity)<br />
****the actual familiar type, same as if you'd put it in the "familiars" list<br />
***minimum_difficulty (DifficultyType), maximum_difficulty (DifficultyType)<br />
****the lowest and highest difficulty where this entry will be considered (default: always consider)<br />
***chance_out_of_100 (int)<br />
****if this is set, and set to a value less than 100, each time it considers spawning this familiar it only has this % chance of actually doing so<br />
***radius (int)<br />
****only meaningful with PtarthianOrbit, sets the radius of the circular orbit<br />
***starting_angle (float)<br />
****only meaningful with PtarthianOrbit, sets the starting position on the circular orbit, in terms of degrees around the circle<br />
***rotation_reversed (bool)<br />
****only meaningful with PtarthianOrbit (works for SimpleCircleOrbit, but is weird there), if set this makes the familiar rotate in the other direction than it would normally<br />
***override_degrees_per_second (float)<br />
****only meaningful with PtarthianOrbit (works for SimpleCircleOrbit, but is weird there), if set this overrides the speed of the orbit (which is normally based on the familiar's speed); you can use negative values instead of the rotation_reversed flag if desired<br />
***suppress_line_of_sight_check (bool)<br />
****only meaningful with PtarthianOrbit, SimpleCircleOrbit, and NormalOrbit, if set this causes the familiar to skip the normal "don't fly through walls" logic<br />
*****if you know the familiar will always be in an open space where it doesn't need to check this, or if you want it to fly through walls, this flag helps lower the CPU cost of the familiar because it's not having to do LOS checks every frame<br />
<br />
* Made the Repulsive Hornet Mine available for seeding in the game, as it was the only starting Mech secondary not to be available. Regular Hornet Mine no longer seeds as Repulsive Hornet Mine is just a much better version.<br />
<br />
* Now when you use a teleporter, instead of doing a full refresh on your familiars it just relocates the normal-ship-behavior familiars to you (the other types always orbit you anyway).<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* New shot graphic for Flamethrower type systems.<br />
<br />
== Version 1.015 ==<br />
(Released February 25th, 2016)<br />
<br />
* New Enemy Aegis added. 4 variations<br />
** Thanks to community member Hearteater for creating these!<br />
<br />
* Correct icon added for the Masochism consumable.<br />
** Thanks to ScrObot for reporting!<br />
<br />
*Orbital familiar hijinks have been sorted out. They'll fight fairly for now.<br />
** Thanks to everyone who reported for reporting!<br />
<br />
* Entities with ship_category="RandomFloatingChunksOfStuff" (i.e. antigravitate blockade shards) can no longer proc health-on-kill or item-on-kill modifiers.<br />
** Thanks to Ayrix and dfinlay for reporting.<br />
<br />
* Fixed a bug where the "kill final boss with all mechs" achievement (and similar one for super-final boss) considered the tutorial mech as in that group.<br />
** Thanks to pmkenny1234 for reporting.<br />
<br />
* Fixed a bug where progress on the "kill final boss with all mechs" achievement (and similar one for super-final boss) was not being tracked properly.<br />
** Note: if you've gotten a kill-final/superfinal-boss-with-specific-mech achievement, and you load an old save, it will update the progress tracking for these kill-with-all achievements.<br />
** Thanks to pmkenny1234 for reporting.<br />
<br />
* Starting work on the SFX overhaul (which will take a long time to complete, bit by bit). New Banshee, Anangu, Energy Shield Module, TurboBlaster, Translocator, Railgun, PhaserGun,SplinterCannon,HornetNest,GrenadeLauncher,ClusterLauncher,PoisonedKnife,GuardianGun SFX added. Thanks to Goldenwolf for helping me with this!<br />
<br />
* 14 more new rooms added.<br />
** Thanks to community member Reath for creating these!<br />
<br />
* A few of the weedier enemies in CMP_EnemyShips have been set to not seed later in the game. Facerippers, for example, seem too weak to be seeding on later floors.<br />
<br />
* Set the few reticule based items to not seed until they are overhauled as they don't work very well on joypad.<br />
<br />
* Lots of tweaks to the main gun upgrades. More main gun upgrade tweaks.<br />
<br />
* Overhauled the Disruptor energy weapon, including new SFX. It is now a shorter range spread shot that disrupts enemy movement and fire rate. The longer you hold the burst, the stronger the disruption.<br />
<br />
* Viper Difficulty Reduction<br />
** Slowed Homing Shots<br />
** Decreased Homing Shot Homing Range<br />
** Changed color patterns so that Red, BurningRed, and Purple are only on homing shots.Red Snakes = Bad Snakes!<br />
** Added Egg shot to produce the Snake Shots (previously was invisible)<br />
** Added do_not_do_rest_of_logic_on_early_death to egg shot. Kill the egg, and the baby snake dies.<br />
<br />
== Version 1.014 ==<br />
(Released February 19th, 2016)<br />
<br />
* Flame tank mech has had it's main weapon rebalanced a bit<br />
<br />
* Blade Module is now found only in the secret room, instead of the sacrifice room<br />
<br />
* Tactical Nuke now does 650 damage and a guaranteed crit<br />
<br />
* Basic Drone now costs 90 credits instead of 20<br />
<br />
* STG-4377 damage has been lowered, and it's spread has been widened, and it no longer has infinite range<br />
<br />
* Big Leaky Battery's energy drain effect is now slightly faster<br />
<br />
* MajorCoinage now has a 40% chance of activating instead of 100%<br />
<br />
* Charger's attack range has been reduced<br />
<br />
* Labyrinth's chaser shot no longer dies on contact with the player<br />
<br />
* Missiles now explode on the very first shot they hit (they should be better at deflection now)<br />
<br />
* Combat Shield's energy cost slightly reduced<br />
<br />
* Multiple exploits have been negated in the fight with Terminus<br />
** The teleporters in the room are now one-way, and you cannot wake the boss with bullets from that location, or even damage it from there; you must step out of the teleporter to wake it<br />
** In addition, Terminus is now completely invincible as long as either of it's two guardians are in the room. If you try to skip them by running through them to the teleporters, you'll permanently trap yourself in an unwinnable state. No cheating, now...<br />
<br />
* Glassbreaker's sacrifice cost reduced by 1<br />
<br />
* Incineration module damage increased to 100<br />
** It also has a damage cap though, which is also 100<br />
<br />
* Consumable "Code: Overdrive" has had it's effective duration doubled<br />
<br />
* Battalion enemy now does not spawn until floor 6<br />
<br />
* The Corrosive Drone shots were intercepting other shots making it super OP. Fixed this so that they no longer intercept other shots.<br />
** Thanks for Pardinuz for reporting!<br />
<br />
* Escape now closes the Credits window.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Now switching between a secret room and a room with door-closing enemies does not restore your shields.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
* Magnetic shot drift no longer happens in shop rooms, to avoid accidents with the shopkeeper.<br />
** Thanks to ventifer for reporting.<br />
<br />
* Three varieties of new enemy Blademorph added. Thanks to community member Zharmad for creating these!<br />
<br />
* Updated the repulsive hornet mine to a more high res shot image. Also did the same for the grenade launcher and gravity cannon shot. Added variant colour flea guard shots.<br />
<br />
* Tweaked phase 1 Invader health and revenge spawner fire rate.<br />
<br />
* Deadly Viper enemy recategorized as a Fearsome_7x7<br />
<br />
* Shred Guardians recategorized as Wanderer_3x3<br />
<br />
* Reactive Blast Module is now the Reactive Shock Module<br />
** Instead of creating an explosion, it now creates a short range shockwave to clear bullets around the player<br />
** It now also can appear in the Defensive Shop, with a credit cost of 65<br />
<br />
* Added two more varieties of Krill Spitter<br />
<br />
* Labyrinth's chaser shot can no longer be cancelled<br />
<br />
* Enemy orbital familiars no longer render before you fully enter the room, since their orbiting offsets aren't set up until after you enter and that led to them rendering in weird places.<br />
** Thanks to dfinlay, Misery, ptarth, and dumpsterKEEPER for reporting.<br />
<br />
* Fixed some annoying cosmetic things with Reaper. Fixed it so that the Hunter nets bounce off walls more reliably.<br />
<br />
* Overhauled the Narcotics Drone to be more desirable. It now attacks of its own accord and its debuffs occur more frequently.<br />
<br />
* Tweaked Narcotics Drone description. Reduced the Corrosive Drone Size.<br />
<br />
* Added a description to the Masochism probation.<br />
** Thanks to ScrObot for reporting and Cinth for coming up with the description.<br />
<br />
* Fixed the Keyprentice and Keymaster perks.<br />
** Fix provided by Cinth! Thanks!<br />
<br />
* Added new drone Kamikaze Minibot. Available from all good retailers. -- Note, Kamikaze Drone had to be pulled due to a bug. If you still want to try it out, remove is_not_ready_to_seed="true" from the Kamikaze Minibot xml in Dayton_PowerUps.xml. It currently has issues going through teleporters. Sorry!<br />
<br />
* Corrupting Power Incredibility no long kills players on pick-up.<br />
** Also fixed the issue with Corrupting Power not dropping if you picked up another incredibility.<br />
** Thanks to dfinlay for the report.<br />
<br />
* Changed the room BGS_KickingTheHive so that there is less backtracking needed.<br />
** Thanks to Reath for reporting!<br />
<br />
* Reduced the Drone size across the board a little.<br />
<br />
* New Drone Autocannon Minibot added.<br />
<br />
* Fixed the issue with the Sacrifice shops. No more unexpected deaths from this source!<br />
<br />
* Fixed the broken Energy Shield module. A little more work is needed before it's completely polished, though.<br />
<br />
== Version 1.013 ==<br />
(Released February 10th, 2016)<br />
<br />
* Added 14 new rooms courtesy of community member Reath. Thanks, Reath!<br />
<br />
* New entity attribute:<br />
** pick_up_even_if_wastes_resources (bool)<br />
*** if set, this item can be picked up even if it grants health/items that the player can't benefit from because they're at max<br />
*** useful if that health/item grant is just a secondary effect and you want the primary effect to always be available<br />
** Thanks to Cinth for inspiring this change.<br />
<br />
* Now when you take a shield hit you glow blue instead of red.<br />
** Thanks to nas1m for suggesting.<br />
<br />
* Now if there's both enemies and a power generator in the room, simply defeating the enemies will open the doors but will not cause the room to be considered "won" (which is what defines the normal trap-shutdown behavior, etc).<br />
** Thanks to Enrymion and Misery for suggesting.<br />
<br />
* Viper enemy code has been improved, and modified to have better performance. Thanks, Ptarth for creating these changes!<br />
<br />
* MetalGrinder now comes with an extra sneaky attack. Thanks for creating the changes Ptarth!<br />
<br />
* New Enemy, Krill Spitter added courtesy of community member Ayrix. Thanks for creating the enemy Ayrix!<br />
<br />
* Added EffectType.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 />
** it's now used instead of InventoryChangePerSecond for those cases<br />
** Thanks to Maurog, Danjuro, zharmad, and LaGrange for inspiring this change.<br />
<br />
* The cheap item shop rooms no longer contain glass shootables, but instead now have caltrops in those places. This way you don't accidentally shoot the shopkeeper, but it's also a visual clue as to the type of shop (each type of shop has its own little object sort as a visual clue).<br />
** Thanks to Cinth for suggesting.<br />
<br />
*Risky Assassin no longer kills you when you pick it up with hull damage.<br />
*Risky Assassin now also will remember where your Max HP is so if you decide to swap it out later, you aren't stuck with 1/1 HP.<br />
** Thanks to Cinth for creating this fix!<br />
<br />
* Tweaked Bullet Drone, and overhauled Corrosive Drone to be more desirable.<br />
<br />
* Changed the misleading description of the Berserker level up perk.<br />
** Thanks to Whiskeh and Cinth for reporting.<br />
<br />
* Fixed a bug where there were very, very few bosses that could actually seed on floor 6, and some simply couldn't seed at all (being restricted to floor 7, which always has... something else), and others could only seed if you'd satisfied certain conditions. This led to no boss room on floor 6. A clever trick on part of the game, but we're nerfing that strategy.<br />
** Thanks to Samichama, zharmad, zekafonss, Cinth, and others for reporting.<br />
<br />
* Put in some extra checks in mapgen to prevent giving you floors with no boss rooms.<br />
** This won't fix old runs, since the mapgen for all the floors in that run is already done there. But future runs will benefit from this.<br />
** Thanks to Samichama, zharmad, zekafonss, Cinth, and others for reporting.<br />
<br />
* Halved the lifespan of the Shred Guardian blades so that they don't overstay their welcome.<br />
** Thanks to Discotech for the feedback!<br />
<br />
* Overhauled Tag Team drone. It now pathfinds to the player so it doesn't get stuck, and its shots don't obscure your vision as much as it used to. It's easier to use as a DPS booster now.<br />
<br />
* Added new enemy Anangu Initiate and variant Anangu Warrior. Thanks, Zharmad for creating these enemies!<br />
<br />
* Added Hard Mode system for Reaper.<br />
<br />
* Started looking through the secondary weapons systems for missing sound effects (and adding some if missing, of course). Also tweaked a few shot images, one was using excessive scaling so swapped it for a higher resolution image. (note to self: I'm up to Grapeshot in the item pickup xml)<br />
<br />
* Updated the Abmoog Shield enemy to not look like the ram, which might be confusing for the player. Thanks for creating the change, Ptarth!<br />
<br />
* Added a confirm-popup when starting a tutorial while you have an active non-tutorial run going in the same file (as it overwrites that active run).<br />
** Thanks to Kevin Tang for inspiring this change.<br />
<br />
* Now when you buy a health-cost item it increases the cost of future health-cost items during that run by 2. Stacks.<br />
<br />
* Now when zamboni-behavior enemies (like the blind lady enemies) are nudged by a one-way-arrow tile they treat it as a wall collision and so should reverse direction, etc.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Now when you gain max health via shard pickups it will give you a big central screen message to that effect (once you're out of battle, same as when you level up)<br />
** Thanks to Moonshine Fox for suggesting.<br />
<br />
* Now when you pick up health/missiles/health-shards/keycards/credits there's a little floating text near you to that effect.<br />
** XP was already being announced in a similar way near either the thing killed (if you gained the XP that way) or near you (if it's from an XP pickup or a deposit box).<br />
** Thanks to Moonshine Fox for suggesting.<br />
<br />
* Gain-health-on-kill and gain-item-on-kill modifiers no longer proc when killing enemy familiars and stuff from enemy spawners.<br />
** Thanks to Cloud51023 for reporting.<br />
<br />
* Invader Boss upgraded to version 4.0! The boss now has multiple stages, and has been improved for all difficulties. Thanks, Ptarth for creating the changes!<br />
<br />
* The in-game credits now properly thank the alpha testers, the community contributors, and note Erik as being involved in the game design.<br />
<br />
*Beast Mode: Reduced to 20% attack power. It was previously 40% attack power.<br />
<br />
*Anger Protocol: Reduced to 20% attack power. It was previously 25% attack power.<br />
<br />
*Large and in Charge: Reduced to 20% attack power. It previously was 25% attack power.<br />
<br />
*Changed flags on Harmony and Rocket Man to not show up with other power-ups in the pause menu. Probation items display their status on the primary screen and this was causing confusion.<br />
** Thanks to LaGrange for the report and Cinth for the fixes!<br />
<br />
* The obstacle lasers are now more enthusiastic about doing their job, in terms of hit detection and frequency of checking, so that even if you sprint across them you will be much more likely to take damage.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Both versions of the Mirror boss are now more dangerous and more tanky, and now have their own unique Hard Mode patterns.<br />
<br />
* Fixed a bug where gamepad/keyboard aiming of melee primary weapons didn't really work because it wasn't using the mouse version's rule of "always act like it has at least 30 range for angle computations".<br />
** Thanks to Cinth for reporting.<br />
<br />
* Improved the responsiveness of gamepad/keyboard firing to aim in the direction specified even for the first shot (which previously tended to go towards wherever you were facing before pressing the button).<br />
<br />
== Version 1.012 ==<br />
(Released February 2nd, 2016)<br />
<br />
* Got rid of the diagonal wall smoothing from the prior version. Two or three days of working on that and it's just not tenable.<br />
** Thanks to Cinth and ghoti221 for reporting.<br />
<br />
== Version 1.011 ==<br />
(Released February 2nd, 2016)<br />
<br />
* New enemies, Viper, Vicious Viper, and Deadly Viper integrated. Vicious starts seeding on floor 3. Deadly starts seeding on floor 5.<br />
** Thanks to Ptarth for creating these enemies!<br />
<br />
* Player collision with angled walls is now a lot smoother.<br />
<br />
* Starward Rogue has now been migrated to Unity 5.3.2, up from version 4.7 just a week or so ago. We are moving to Unity 5 with our next project, and thus we finally had a reason compelling enough to upgrade our unity 3D licenses. With that it thus made sense to also get Starward Rogue on the very latest and greatest.<br />
** Overall this doesn't make a whole lot of difference to the game itself, to be honest. But it may have some slightly better compatibility on linux and osx.<br />
<br />
* One new benefit of being on unity 5 is that the game now is able to lock the cursor to the window when you are playing in windowed mode or on fullscreen in multiple monitors. This unfortunately only works on linux and windows for some reason (this is the stated support level in unity 3d), and on windows it's still possible to grab the title bar and the other resize bar bits. But it's still vastly better than before.<br />
** We have it set so that it doesn't lock your cursor until it detects a keypress inside the game itself, and it disables itself if you open the menu or hit the cancel button.<br />
<br />
* The hitboxes for all the mechs are now half as large as they were before. This is more in line with most SHMUPs and Isaac and a number of other games, and allows for more precision play.<br />
<br />
* Updated the Demesne enemy substantially in order to make it both use higher-performance shot logic as well as not use so incredibly many shots. It was definitely a big drain on performance in any room it was in.<br />
<br />
* A completely new variant of Shred Guardian has been added, plus some balance fixes for the other variants.<br />
** Thanks to Ptarth for creating the new variant and providing the balance tweaks!<br />
<br />
* Added a new settings option to the extras tab:<br />
** Debug: Check XML Validity<br />
*** If this is on, then when XML files are read in it will check to see if there are any attributes that refer to nonexistent features. These generally indicate typos or other xml errors. This doubles the amount of time it takes to parse the xml, though, so it's off by default (it's still fast either way).<br />
** This solves some minor performance issues introduced in version 1.010 when this was added. However it's not related to the overall larger hitching.<br />
** A bug relating to this has also now been fixed that was wasting about 50MB of RAM, and this bug may have been the cause of the overall hitching we started seeing in 1.010.<br />
<br />
== Version 1.010 ==<br />
(Released January 30th, 2016)<br />
<br />
* The way that the completion percentage is calculated has been massively updated to now include your perfections against bosses, your wins with incredibilities, and so on.<br />
<br />
* The full 7-floor runs now unlock after 3 runs rather than 10.<br />
** We originally did it as 10 because another popular game in the genre does that. But lately we've been getting frustrated at how long it takes before players are even able to see that awesome content that comes after beating The Warden three times. For a youtuber or a twitch streamer it's really quite a time investment to even consider it.<br />
** Thanks to dfinlay for giving us the kick in the pants to actually make the shift, though. :)<br />
<br />
* Fixed a scripting mistake on Cheapskate.<br />
** Thanks to sherpajack for reporting.<br />
<br />
* Added an attribute to entity nodes: frequency_in_enemy_seeding (int, default 100)<br />
** this is actually an alias to frequency_in_item_pools, which now also impacts normal enemy seeding frequencies, but this name would make more sense in the xml for enemies<br />
<br />
* Fixed a bug where the "win run having held incredibility X since Floor 1" achievements weren't working because they were requiring you to pick the item up on Floor Zero... um, yea, sorry.<br />
** Thanks to Soupinator for reporting.<br />
<br />
* Fixed a bug where the statistics window wouldn't respond to the Cancel or OpenMenu keybinds, and thus couldn't be closed via controller.<br />
** Thanks to Reath for reporting.<br />
<br />
* Now if you somehow get stuck completely outside the room's boundary rectangle it will gradually bump you into it, to avoid it being a bricked run.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Fixed a bug where in the rare cases that floor generation just couldn't come up with something after a hundred tries, you could get a partial run generated but not the whole thing. Now in those cases it just rerolls the whole dungeon, and keeps jolly well doing so until it finishes one properly.<br />
<br />
* Fixed a bug where floorgen would sometimes allow mismatched door connections, which could leave you stuck in a wall if you went through one. Now it throws those floors back.<br />
<br />
* Now when you use a mysterious circuit you didn't know about yet it displays a message in the upper-left with the name and description of the now-known circuit.<br />
<br />
* Setting a bullet pattern loop's iterations to zero just has it never execute its body now, instead of acting like iterations="1".<br />
** Thanks to ptarth for suggesting.<br />
<br />
* Halved the frequency at which Tiny Transport seeds.<br />
* Further reduced the frequency at which Tiny Transport seeds. They should be pretty rare now. Slightly reduced the amount of drops each one can give. Credit Tiny Transport now drops 3 credits per drop in order to balance the usefulness of its drops compared to the other two varieties of ship.<br />
** Thanks to Dfindlay and Amitiel for the feedback.<br />
<br />
* Now when the game is loading xml content, it checks afterward to see if there's any data (specifically, attributes) it didn't use, and if it finds any it fusses in a short message in the upper-right message log and dumps the details to UnrequestedXMLAttributes.txt<br />
** Bear in mind that the message log doesn't show on the title screen, but does show on the file select screen.<br />
** Thanks to ptarth, zharmad, Misery, and many others for inspiring this change.<br />
<br />
* The text shown near the top for active probations has been cleaned up to not have stray zeroes and weird descriptions and so on.<br />
<br />
* Some updates have been made to the input handling to fix an issue where the custom dead zones were apparently not being properly applied to the left and right thumbsticks in all cases, particularly on linux -- but in general possibly on most cases where xinput is not being used.<br />
** Thanks to HerrGnatz and PoloBaquerizoH for reporting.<br />
<br />
* Added a new Shred Guardian courtesy of community member ptarth.<br />
<br />
* Fat Bullets is now Precision Ammo - Bullets are 25% smaller but also deal 20% more damage.<br />
<br />
* Enormous Bullets is now Contaminated Ammo - Bullets poison enemies for 50 damage over 2 seconds.<br />
<br />
== Version 1.009 ==<br />
(Released January 28th, 2016)<br />
<br />
* Expanded the new "does not block sight even though it blocks pathing" thing to a bunch more room features; the enemies may not actually be able to _hit_ you while you're hiding behind that laser emitter, but they can try. And have a much better chance than if you were actually behind a solid wall.<br />
<br />
* Added new attribute to the bullet pattern "loop" node: take_pants_off_head (bool)<br />
** This suppresses, for this loop tag, the longstanding (all the way back to TLF) bug where on iterations after the first it would often skip the first action in the loop.<br />
** For the less sarcastic content contributors, you can use an alias for this new attribute: suppress_loop_bug<br />
** This defaults to false because many of the existing loop tags would cause infinite-loop behavior if the bug were fixed for them.<br />
** Thanks to ptarth, Misery, and others for reporting.<br />
<br />
* Added stats for how many runs until you unlock 7-floor runs, and for which incredibilities you've won a run while holding.<br />
<br />
* Energized Glass Hull is now disabled (likely to be removed unless it it re-worked). <br />
** New Incredibility - Corrupting Power : Gain a high amount of max energy and you will regenerate energy over time... but at what cost? ;)<br />
<br />
* A new "metal grinder" deadly pursuer enemy has been added to the game.<br />
** Credit to community member ptarth for yet another awesome creation.<br />
<br />
* A new "Tiny Transport" enemy has been added to the game.<br />
** Tiny Transport. These are kind of like the health and potion gnomes from Golden Axe; the more hits you can get in on them before they explode, the more drops you get.<br />
<br />
* A number of OSX controller incompatibilities (and linux ones as well) should now be solved. We had not noticed that were were a preponderance of preprocessor compiler directives in the InControl code, rather than using Application.platform. Given we compile on windows, this created a problem. We've shifted everything over to be compile-computer-agnostic, so presumably those issues (they were actually missing bindings) should be fixed.<br />
** Please do let us know if this doesn't do it, though. We haven't actually had a chance to test it out in the situations that were an issue before. It's been a... trying... day.<br />
** Thanks to Sounds, Sounds of Silence, beatnikbedlam, lessster, and RuySan for reporting.<br />
<br />
== Version 1.008 ==<br />
(Released January 27th, 2016)<br />
<br />
* Kill tracking for multi-stage entities now only happens when the final stage dies, and it tracks under the first stage's name.<br />
** This avoids a problem where you got "credit" for killing a boss when you'd only killed the first stage, even if you then died before winning the fight.<br />
** Thanks to Danjuro for inspiring this change.<br />
<br />
* Fixed a bug where the difficulty of the tutorial was being set according to the last run of the test chamber (which is basically just for devs and modders), and since the tutorial is the first thing that runs when you start a new file it could result in all your new files being set to Misery difficulty without you realizing it.<br />
** This may have only impacted a certain developer who was wondering why he was suddenly so bad at this game.<br />
<br />
* The game is now way more aggressive about using different room scripts for rooms of the same general type, until it runs out of "new" ones and then it just starts over.<br />
<br />
* The energy bar in the lower-left now shows your actual current and max amount of energy.<br />
** Thanks to Ljas for suggesting.<br />
<br />
* Now any inventory item type (missiles, energy, etc) that has a maximum cannot have that maximum modified below 1. Otherwise when it hit zero it just becomes "no max" and doesn't work right.<br />
** Thanks to Nargasse for reporting.<br />
<br />
* The minimap now doesn't show icons for missiles or credits left in a room if you're at max capacity for those items.<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Fixed a bug where weapons with shots_per_salvo > 1 and placed in a system offset would not properly offset the secondary shots.<br />
** Thanks to ptarth for reporting.<br />
<br />
* There's now a short "Victory!" display after you win a run, followed by a fade to black, rather than dumping you straight to the menu when the last floor boss dies.<br />
** You are invincible during this time.<br />
** Thanks to Ljas and zharmad for inspiring this change<br />
<br />
* Keyprentice is now on level 3 instead of level 9, and it now only gives you 5 keys instead of 10.<br />
** Keymaster is now on level 8 instead of level 10, and now only gives you 20 keys instead of 50.<br />
** Thanks to zharmad for suggesting.<br />
<br />
* When we updated the game to the new version of Unity, apparently it switched our fullscreen mode into windowed borderless instead of true fullscreen mode, which performs worse. It now runs in true fullscreen mode again.<br />
** Thanks to Soupinator for reporting.<br />
** Also thanks to his workaround for v1.007: "Current workaround: use -force-opengl in the command line, since fullscreen is only broken in the Direct3D renderer, but this makes the graphics a bit fuzzy."<br />
<br />
* In an effort to make sure you actually see the various items we worked so hard to make, and to make getting loot more exciting:<br />
** Your base chance to get loot after winning a room is the same, but each time you fail the roll it goes up for next time until it succeeds.<br />
** When room-win loot would give you a consumable item (as opposed to a minor item), at various intervals it will instead give you a main-weapon, energy-weapon, or power-up item. Those intervals are randomized but controlled to ensure some rate of each.<br />
** When seeding from many of the significant item pools, the game's now fairly aggressive about not seeding the same thing more than once when there are still things that haven't been seeded. When it runs out of choices under this rule it starts over for that (group of) pools.<br />
** When you open an unlocked chest, you have a small chance of getting loot from the locked-chest pool. If this roll fails the chance goes up for next time until it succeeds.<br />
** The game is now much more aggressive at making sure it seeds all of the available reward/shop rooms before it goes back to ones it's already seeded in that run.<br />
** Thanks to Misery, Wingflier, evilution, zharmad, Matruchus, and others for inspiring these changes.<br />
<br />
* The max-health reduction from losing a condemned room or from buying an item with health are now applied after the difficulty-based health multipliers, so they don't cause greater-than-expected losses on lower difficulties.<br />
** Thanks to Jacic for reporting.<br />
<br />
* XP yield from depositing credits at a console is now multiplied by floor number, as with other XP gain.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Added a button to the test chamber screen that tries to open the Starward Rogue wiki in your browser.<br />
<br />
* Now when you have the steam overlay active, the game pauses in the same way as when the escape menu is open.<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Now when a room script is flipped on either the x axis or the y axis (but not both), any entities with passive_rotation_speed in the room act as if that value's sign were flipped.<br />
** Thanks to Tornis and Pepisolo for reporting.<br />
<br />
* The visuals for caltrops and floating debris have been updated to be a lot more visible, since some folks were having trouble seeing them.<br />
<br />
* The normal enemy health bar is now at the top where the boss health bar is (if both are shown, the non-boss one goes lower).<br />
** This also means the normal enemy health bar doesn't block other tooltip info from showing, and vice versa.<br />
** Thanks to Castruccio and zharmad for inspiring this change.<br />
<br />
* Brute now only grants a 10% bonus to attack power, not a 20% bonus. That was getting to be a bit overpowered.<br />
<br />
* The costs of items in the health sacrifice shops are now much more substantial, since the overall amounts of health players have these days is a lot higher and thus these were way too cheap to get.<br />
** Anything that cost 3 before now costs 7, things that cost 2 before now cost 5, and things that cost 1 before now cost 3.<br />
<br />
* Sideshot no longer seeds until you are two floors down.<br />
** Thanks to nas1m for reporting.<br />
<br />
* The term "reload time" has uniformly been changed to be "fire rate." Before both terms were used, which was confusing.<br />
** Thanks to Tornis for suggesting.<br />
<br />
* In recent builds, Terror Bubbles were just sitting there on Normal difficulty and down, because they had no weapons on those difficulties. Fixed!<br />
** Thanks to Cinth and Nova225 for reporting.<br />
<br />
* The impassable glass blocks that you can shoot through now no longer block line of sight.<br />
** Note: this won't help with rooms you've already entered, because the data is set up when the block is spawned.<br />
** Thanks to crazyroosterman and Misery for reporting.<br />
<br />
* Now if you've picked up an incredibility, and you pick up another, the first is dropped on the ground.<br />
** Thanks to Misery for suggesting.<br />
<br />
* The fire left by your mech when you have a hotrod system is now much larger, thus looking more interesting.<br />
<br />
* The game now uses a scaled radial dead zone of 0.25 for all analog input thumbsticks, which means that they should all "just work" now.<br />
** This is the same as they had prior to us moving to the more recent InControl asset, which was using 0.2 instead and was using an inferior algorithm.<br />
** This in particular should patch up the XBox 360 controllers that are a little worn. If any of them still have trouble, then there are now sliders inside the main Game tab of the settings window that allow you to adjust these to the needs of your particular controller.<br />
** Thanks to [ES.GR] Ziltoid Le Muet (Cpl), Sounds, lessster, Invader Xom, Rhakyr, Castruccio, beatnikbedlam, and Apathetic for reporting.<br />
<br />
== Version 1.007 ==<br />
(Released January 26th, 2016)<br />
<br />
* Fixed a bug where bouncing mines had a different damage type (Ballistic) than stationary mines (Explosive), and thus stuff that gave immunity to explosive damage didn't protect you from bouncing mines.<br />
** Thanks to waylon531 for reporting.<br />
<br />
* Now when you press E to level up, if there are any more of those big central screen messages still showing they're cleared so they don't get in the way of the level up display.<br />
** Thanks to Moonshine Fox for inspiring this change.<br />
<br />
* Made the glass pots no longer shootable by enemies.<br />
<br />
* There will no longer ever be more than one Sideshot seeded per room, thanks to a new never_seed_more_than_one_per_room flag on it.<br />
** This flag is ignored on Misery difficulty, so you can run into really brutal groups of enemies there still.<br />
** Thanks to nas1m for suggesting.<br />
<br />
* The game now properly uses aliases for some of the common center-gamepad buttons so that they all map the same way across gamepads. Aka the Menu button on the XBox One controller is the same as Start on the 360. And the View button on the XB1 is the same as the Back on the 360. That way you don't have to change your default mappings around to get those to work. Start and Select also map to those, respectively, for usage on PS3 controllers and similar.<br />
** In the past this was set up for the 360, but with the prior version we inadvertently set this up for the XB1 so that the 360 then required a remapping to a control icon that looked identical. No longer!<br />
<br />
* In windows, the game now uses XInput rather than the default wrappered unity input. This fixes a few lingering issues with the triggers on the xbox one controller in windows only (they were fine in other OSes as of last version).<br />
<br />
* The game now allows you to back out of most windows using the menu button as well as the cancel button. This has been requested for a while, actually, and isn't related to the new input interface.<br />
<br />
* Fixed up the way that the hitting escape/B/cancel to get out of the game at the main menu was not working properly in the prior version.<br />
<br />
* Fixed a number of bugs relating to the virtual gamepad cursor in the escape menu selecting the wrong thing.<br />
<br />
== Version 1.006 ==<br />
(Released January 26th, 2016)<br />
<br />
* Added new toggle to extras tab of settings window: Always Use OS Cursor<br />
** If this is on, the game never uses the gamepad "virtual cursor" even if the gamepad is in use.<br />
** Thanks to Saphirahk and nas1m for inspiring this change.<br />
<br />
* Now if the revealed minimap is so big that it overruns its borders on the escape menu, it is scaled down to at least roughly fit within it.<br />
** Thanks to Tolc for reporting.<br />
<br />
* New "Gemini siblings" enemies from community member zharmad!<br />
<br />
* Fixed a bug where shopkeeper kills were not checked for achievements because it never did the room-win logic for shops.<br />
** Thanks to Matruchus for reporting.<br />
<br />
* Fixed a bug where one of the three code-branches that checks for waking the shopkeeper was checking the thing doing the damage rather than the shopkeeper for the waking-immunity to stuff not directly fired by the player.<br />
** Thanks to Reinhark, Cinth, and Matruchus for reporting.<br />
<br />
* Fixed a null exception that could occur shortly after loading a save.<br />
** Thanks to Danjuro for reporting.<br />
<br />
* Changed the logic of using keycards to unlock all doors in the room on the other side, rather than just the door facing you.<br />
** Otherwise a shop/item-room/etc that was locked could take two keys to get "through" to the other side, and if there was literally only one available and that was between you and the boss, well...<br />
** Also changed mapgen logic so that the next-to-start item room which often spawns cannot be locked, as that can cut off other areas of the map.<br />
** Thanks to SourKiwi for reporting.<br />
<br />
* Fixed a bug where the cryofreeze and other aoe effects would try to affect invincible stuff like caltrops.<br />
** In the case of cryofreeze, this could mean a lot of unnecessary sound effects.<br />
** Thanks to dumpsterKEEPER for reporting.<br />
<br />
* Fixed a bug where the "if you destroy a health shard block in a room adjacent to an unknown secret room, reveal that secret room instead of spawning the health shard" logic was instead checking for _known_ secret rooms. Cute.<br />
** Also, now when you enter a room bordering an unknown secret room, and the room you're entering has no heath-shard blocks (that normally reveal the secret when you blow them up, if there is one to reveal), it tries to convert a normal bombable block to one of those.<br />
*** If it fails to do that, it just reveals the secret room(s).<br />
** Thanks to nas1m, Watashiwa, and many others for reporting the frustration with secret rooms not being revealed.<br />
<br />
* Now when the game is seeding pickups that go in your main gun, energy, missile, or attachment slots it will never pick what you've already got equipped at the time of the seeding.<br />
** Thanks to TheVampire100 for inspiring this change.<br />
<br />
* New enemy "Demesne" added<br />
** This is another "Fearsome" type of foe... be careful around this guy!<br />
<br />
* Fixed a potential null exception bug when starting up the game.<br />
** Thanks to mrhanman for reporting.<br />
<br />
* Backfire now always uses BOTH of it's phases instead of randomly skipping to the second one.<br />
** It also now has more HP in both phases<br />
<br />
* Now the game tracks when you pick up multiples of the same powerup (for instance, level up perks that may be picked multiple times) and displays x2, x3, etc to show that.<br />
** This won't show that for powerups picked up multiple times in older saves because it wasn't tracked.<br />
** Thanks to Kevin Feederline, FroBrodine, and waylon531 for suggesting.<br />
<br />
* Fixed an issue accidentally introduced in version 1.005 where you could only pick up perks of each type one time, which would lead to blank perk selection screens on later levels.<br />
** Thanks to Reinhark for reporting.<br />
<br />
* ItemGainChanceOnEnemyKill and ItemGainOnEnemyKill modifiers now only proc against Ship entities; so not shots or obstacles.<br />
** Thanks to nas1m for reporting.<br />
<br />
=== Keyboard / Gamepad Controls Updates ===<br />
<br />
* Updated the game engine to Unity 4.7 instead of 4.6.7.<br />
** We generally try to avoid doing engine updates unless there are benefits or bugfixes that actually impact us. Past experience has taught us that new engine bugs appear unannounced, and we prefer to avoid those when possible by staying on known-stable versions until we need to not.<br />
** That said, this new version seems to be stable, and also is required in order to support the new InControl plugin.<br />
<br />
* We have completely gutted the underlying gamepad support and rebuilt it from the ground up with the InControl asset store plugin as the underlying basis for it.<br />
** This solves the XBox One controller compatibility issues, as well as making default bindings for the playstation 4 controller and many other main controllers now automatically kick into place.<br />
<br />
* The "Fire Up" and "Fire Up (Alt)" keybinds (and their down, left, and right counterparts) now cause your energy and missile weapons to target that direction too, even if normally they would target the mouse cursor.<br />
** Thanks to dfinlay for inspiring this change.<br />
<br />
* There is a new Debug: Show Gamepad Raw Inputs option in the extras tab of the settings menu.<br />
** If this is on, then any detected raw input from your gamepads will be shown on the left side of the screen. Useful for debugging but not much else.<br />
<br />
* The confirm popup now supports gamepad left-right (on either the dpad or the analog stick) to switch between the buttons, and the execute button to simulate a click on the highlighted button.<br />
** Thanks to Cyprene for inspiring this change.<br />
<br />
* Note: these changes have caused us to need to reset all of the existing key bindings to their defaults. If you had custom mappings you will need to remap those. Apologies!<br />
<br />
== Version 1.005 ==<br />
(Released January 25th, 2016)<br />
<br />
* Now when you use the in-game delete function on a file slot, it actually replaces that file with a very small file (just containing the text "deleted") which the game treats as an empty slot.<br />
** This way, steam cloud will not "helpfully" immediately repopulate the save file.<br />
** Thanks to ProfessorPaul1290 for reporting.<br />
<br />
* Now if you get a corrupt save message you have the option (again, removed late in alpha) to keep or delete.<br />
** If you delete, it actually copies it to a backup location and overwrites the slot with a small file that the game will treat as empty but the steam cloud will not automatically copy back over.<br />
<br />
* The perk screen now continues showing the previous HUD (for stat info).<br />
** Thanks to robdon for suggesting.<br />
<br />
* The knockback_resistance stat now also applies to weapon kickback.<br />
<br />
* The RedShift mech now has full immunity to both kickback and knockback.<br />
** Thanks to Apathetic for inspiring this change.<br />
<br />
* set disappears_if_room_left to true on the antigravitate blockage shards<br />
** Thanks to Apathetic for inspiring this change.<br />
<br />
* The boss "Backfire" is now active!<br />
** This has been completely redone from the ground up from what it used to be in the alpha. Be ready to deal with it's minions!<br />
<br />
* The Warden no longer falls asleep during phase 4 of it's attack<br />
<br />
* Fixed a bug where the recently added "missiles destroy shootables without them morphing into their more-damaged states" logic was causing the pathfinding-block on shootable-A and shootable-B objects to not be cleared when they died (because it was only being cleared when the C stage died, and that was being skipped).<br />
<br />
* Fixed a bug where OnRoomSwitch effects could fire when switching from an old run to a new run.<br />
<br />
* Fixed a bug where OnRoomSwitch effects that reduced hull health on the player would not actually do any damage due to the "invincible until leaves the doorway" logic.<br />
<br />
* The Medical Emergency pickup now only does its damage when you enter a room for the first time, not every time you switch rooms.<br />
** Thanks to The Hunter for inspiring this change.<br />
<br />
* The Impatience level-up perk now won't show up on the perk menu if you are already on the last floor of the run.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* The minimap icon for major item rooms and health storage rooms now disappears if you've entered the room and there are no pickups on the floor.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Fixed a bug with QuadEE/ZMC_GlassPipes. It was possible to get a Pearl trapped inside of Glass Unbreakable blocks, which made it not shoot or be killable, making the room unexitable.<br />
<br />
* Pearls now wake on being shot.<br />
** Thanks to Apathetic, Cinth, Paladinlord10, and Watashiwa for reporting.<br />
<br />
== Version 1.004 ==<br />
(Released January 23rd, 2016)<br />
<br />
* The minimap on the escape menu now has mouseover tooltips on the individual rooms.<br />
** The tooltip also lists any items on the ground in that room, if you've been there before.<br />
<br />
* Fixed a bug where a familiar that was supposed to only be for that room would respawn if you spawned it, left before it died, and deployed another familiar.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Put in further logic to prevent shopkeepers from being aggroed (or damaged) from sleep by anything other than a player-directed shot.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Fixed a bug where chests and other animated "special objects" spawned after room completion were not having their animators set up and thus were invisible (until opened, in the chest case).<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Enemy Spawners now explode when the room is cleared.<br />
** Thanks to ptarth for inspiring this change.<br />
<br />
* The width of columns on the Statistics screen has been broadened to accommodate some of the item names being longer than they were when that screen was set up.<br />
** This also prevents the close button from overlapping the next page button.<br />
** Thanks to robdon for reporting.<br />
<br />
* Added a "Fire Main Gun" key bind, replacing the hardcoded "hold down left mouse to fire main gun" logic.<br />
** Thanks to Cyborg for suggesting.<br />
<br />
* Fixed a bug where the 5-familiar achievement was counting some familiars twice (or after they died).<br />
** Thanks to Apathetic for the report and save.<br />
<br />
* Fixed a bug where occasionally a direct-fire shot would be fired as if it were "leading" the target.<br />
** Thanks to Misery for reporting.<br />
<br />
* Fixed a bug where the logic for resetting your position after dying in the tutorial was not reopening the doors, and thus causing you to be stuck there on the threshold of the door, if you entered through one.<br />
** Thanks to Arnos for reporting.<br />
<br />
* The game is now set to internally use the en-US format, so that hopefully those using other languages on the linux platform won't have to use the workaround of launching the game with the LC_ALL=C %command% or LANG=en_US %command launch option on.<br />
** Thanks to lessster for reporting.<br />
<br />
* Now the boss intro only has the boss go halfway across the screen, and then scale up to dominate the screen before fading out.<br />
** Thanks to Omgaar for inspiring this change.<br />
<br />
* The default Steam controller recommendation should is now 'Gamepad' instead of "Gamepad with high precision camera/aiming"<br />
** Thanks to death2cupbots for reporting.<br />
<br />
== Version 1.003 ==<br />
(Released January 22nd, 2016)<br />
<br />
* Fixed a rather serious bug in the last version that was causing the player to not be able to move upon entering rooms. Err... yeah, not sure how that slipped past us. Real sorry about that. We are very tired and clearly should not be making major changes right now. Thanks for understanding!<br />
** Thanks to Isaac, Cyprene, waylon531, Apathetic, and tupelocase for reporting.<br />
<br />
* The banshee now is more aggressive with its counterattacks again. Not so much as pre-1.0, but still a lot more than in 1.0.<br />
<br />
== Version 1.002 ==<br />
(Released January 22nd, 2016)<br />
<br />
* Fixed a bug where you could fire your weapons during just-entered-room invincibility.<br />
** Thanks to Moonshine Fox and others for reporting.<br />
<br />
* The text list of powerups at the bottom right of the escape menu is now a row/grid of icons with mouseovers for the names/descriptions.<br />
** Thanks to Apathetic and donblas for inspiring this change.<br />
<br />
* A new music track has been composed for the game! FTB 629<br />
<br />
== Version 1.001 ==<br />
(Released January 22nd, 2016)<br />
* The game will no longer seed secret rooms "from" shop, item, miniboss, secret, starting, or condemned rooms to avoid doors that look like they go to nowhere, or cannot be revealed.<br />
<br />
* Fixed a longstanding bug where secret rooms were requiring a 2x2 free space on the grid instead of 1x1.<br />
<br />
* Extended the destroy-enemy-shots-on-room-clear logic to continue clearing enemy shots from the room afterward instead of just once, as there are a few things that can continue to emit shots.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Updated the changelog to point to this new page.<br />
<br />
* Fixed up a mouse input issue that was a recent consequence of a perhaps-foolish major fix to some really unusual gamepads last night, which then broke mouse support for some folks with trackpads. The new system should work for everyone, as it is more unified and gets rid of some of the legacy input code that has been weighing down the button clicking for some time now.<br />
** Basically unity has an "input" way of handling clicks and such, and a "gui" way of doing it. We used to do a hybrid of both. Now it's all the "input" type, which is better for a lot of reasons.<br />
** Thanks to nas1m for reporting.<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Early Alpha Release Notes]]<br />
<br />
.<br />
<br />
.<br />
<br />
[[Starward_Rogue:Main|Starward Rogue Main Page]]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.0_Release_Notes&diff=28154Starward Rogue:Post-1.0 Release Notes2016-04-30T19:09:12Z<p>Zogheen: Removed protection from "Starward Rogue:Post-1.0 Release Notes"</p>
<hr />
<div>== Version 1.019 ==<br />
(This isn't done yet, we're still working on it.)<br />
<br />
* New Hotrod SFX, and a added particle effect.<br />
<br />
* Upped Miniboss HP, 10% across the board.<br />
<br />
* Miniboss Tri has been significantly improved, including Hard, and Misery mode versions.<br />
<br />
* Fixed the Nanite Leeches not appearing in the GUI, once picked up.<br />
** Thanks to logorouge for reporting!<br />
<br />
* More new SFX for Crystal Mother, Spiders, Amberbarrage, Crossclaw, and RearBurstTurret. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Changed the Redshift Mech starting secondary to the Precision Railgun.<br />
<br />
* Updated the Reaper's Misery mode version.<br />
<br />
== Version 1.018 ==<br />
(Released March 28th, 2016)<br />
<br />
* Fixed a bug where homing weapons (especially ones with a homing delay) could wind up homing on the invisible bouncing mine emitters.<br />
** Thanks to Pepisolo for reporting.<br />
<br />
* Fixed a few problems with the FamiliarFollower logic that was making it rubber-band back and forth between the player and the enemy, etc.<br />
** Thanks to Pepisolo and ptarth for reporting.<br />
<br />
* Fixed a bug where a system with homing and a bullet pattern would allow the homing to work on the initial firing (it was correctly not trying to home after that; bullet patterns override homing until the pattern expires).<br />
** Thanks to Pepisolo for reporting.<br />
<br />
* Tweaked the following consumables: One Way Barricade (shot change), Tactical EMP (tweaks), Ricochet Circuit(now last for a whole floor), Stim Pack(now last for a room), Overheating System(tweaks and now last for a room), Overloading Circuit (duration increased to 30 seconds), Energy Boost Circuit (now plus 20 energy), Siphoning Circuit (new you lose 20 energy), Supernova (larger AOE on explosion, needs more work, though), Ludicrous Speed Circuit(made the speed increase more ludicrous), Carnage (upped duration to 15 seconds), AllTheRockets(increased duration to 30 seconds), ShieldsDown (increased duration to 30 seconds),Code Annihilate(slight damage increase),Code_Overdrive(increased duration to 15 seconds),Code_Defend (now last for a room), SignalTriangulator(This now reveals the boss room rather than teleporting you straight there), Beaming Probe and Incinerator Probe (tweaked to be more useful), OrbitingBattleStation (now fires multiple shots), all consumable sentries now block shots but they have limited health.<br />
<br />
* New consumable item Wormhole Journey added.<br />
<br />
* New consumable item Anomaly Detector added.<br />
<br />
* Changed Autocannon Minibot to a use the FamiliarFollower (pathfinding) behavior.<br />
<br />
* New BullRush,BullDog, and Battleswarm SFX. New Spine Ballista SFX. Fixed Pressure Shotgun audio typo. Thanks to Goldenwolf for helping me with this!<br />
<br />
== Version 1.017 ==<br />
(Released March 17th, 2016)<br />
<br />
* PathfindingAttacker enemies now update their paths more frequently.<br />
** Thanks to Pepisolo and ptarth for suggesting.<br />
<br />
* Tweaked the Riot Suppressor for performance and balance. Shots no longer pierce walls. Slight damage decrease.<br />
<br />
* Improved the Hunter Killer weapon.<br />
<br />
* Overhauled the SerratedSpineLauncher. It now causes toxic bleeding.<br />
<br />
* Overhauled Purifying Nova. It's a lot more visually satisfying now, and also clears enemy shots.<br />
<br />
* More SFX work. New Fencing Needle and Caliburn SFX. Added new Paragon, Reaper, Bastille, Arcoris, Hunter and Tri SFX. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Fixed a bug where not setting modifiers_applied_to_nearby_entities_max_simultaneous_affected (thus leaving it at the default of zero) would cause NearbyEnemies modifiers to never be applied to anything. Now the default functions as "no limit".<br />
** Thanks to ptarth for reporting.<br />
<br />
* Added to system:<br />
**deflected_shots_inherit_speed (bool)<br />
***only meaningful if deflects_shots is true, makes affected shots go the same speed as the shot deflecting them<br />
**deflected_shots_inherit_angle (bool)<br />
***only meaningful if deflects_shots is true, changes the angle of affected shots to match the shot deflecting them<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* Preliminary Hard and Misery mode Hunters added, although more work is needed. More Hunter tweaks.<br />
<br />
* Fixed some missing SFX caused by typos.<br />
<br />
* Glass walls and disrupted regenerating walls no longer cause shot-spawn to be offset from them, since the shots can pass through them anyway.<br />
** Thanks to samnainocard and Pepisolo for reporting.<br />
<br />
* On system, added:<br />
**shot_homing_delay (float)<br />
***if set, the shot won't start homing until this many seconds after spawning<br />
***only meaningful when combined with shot_homing_range<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* Fixed a bug where cue_time > 0 would prevent shots_per_salvo > 1 from having any impact (it would just fire one shot).<br />
** Thanks to ptarth for reporting.<br />
<br />
* Kickback now happens after cue-time is complete, and after all shots in the salvo have been fired.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Adjusted the upper-left "Main Menu" label on the "after loading a file slot" screen to match the position of the "File Select" label on the previous screen.<br />
** Thanks to kingisaaclinksr for reporting.<br />
<br />
* Removed support for "periodic movement modes" because, though spec'd out and implemented in some detail during development, they were never actually used in the released game and are generally very buggy. Whatever we might want to do using these could instead probably work via movement controlling bullet patterns, etc.<br />
<br />
* Now that folks have had a chance to get used to the weird test-chamber button order of "[Cancel] [OK] [BLANK] [Wiki]", we're switching it to the more reasonable but now strange "[Wiki] [Blank] [Cancel] [Okay]".<br />
** Thanks to ptarth for suggesting.<br />
<br />
* New main weapon Smart Gun added.<br />
<br />
* Two new varieties of Bulldog and Bullrush added.<br />
<br />
* Added Banshee performance improving flag.<br />
<br />
* Changed any "ammo" references when referring to energy weapons to "energy".<br />
<br />
* Weight Optimization reworked to modify enemy movement speeds.<br />
** Thanks to Discotech and logorouge for reporting.<br />
<br />
* Added two more Arcoris variations.<br />
<br />
* Tweaked some of the guns. Fixed a missing Cluster Launcher mech gun image.<br />
** Thanks to Goldenwolf for the feedback!<br />
<br />
* Improved the Nanite Leeches to have more presence. It now fires 8 homing leeches.<br />
<br />
== Version 1.016 ==<br />
(Released March 8th, 2016)<br />
<br />
* More SFX work. New Incinerator, Twin Machineguns, Precision Railgun, Splitfire Cannon, Venomous Stinger, Riot Suppressor, NarcoStinger, BoomerangNeedler,TorpedoCannon, Deleter,HolyFire, HunterKiller, GravityCannon, Corona and Detonating Rose explosion SFX. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Improved handling of ricochets to avoid cases where shots just disappear on hitting a wall.<br />
** Thanks to ptarth for extensive testing and feedback on this.<br />
<br />
* Turned the Hornet Nest SFX volume down a bit. Also did the same for the Guardian Gun, Fragment Cannon, Cluster Launcher, Phaser and the Translocator.<br />
** Thanks to Krysle Quinsen, Econael, and Crolley for the feedback!<br />
<br />
* Fixed a bug where your familiars could auto-target bouncing mine emitters, which are invisible and can't be hit anyway.<br />
** Thanks to Pepisolo and Solar Marine for reporting.<br />
<br />
* Fixed a bug where familiar-based weapons couldn't harm wake-on-shot enemies (like facerippers) at all, even after the enemy was awake.<br />
** Thanks to crazyroosterman, Cinth, and Pepisolo for reporting.<br />
<br />
* Increased Guardian Blaster width. Tweaked Raincannon colour. Tweaked Suppressor shot size and colour. Improved the Grapeshot. Now fires a burst of shots. It's now a limited ammo, but high power weapon. Tweaked Precision Railgun. Improved the Splitfire Cannon. Also improved Narcotics Stinger.<br />
<br />
* Overhauled Venomous Stinger. It now infects enemies, and infected enemies explode into a pool of venomous sludge upon death.<br />
<br />
* Made it very unlikely to slide through a one-way tile next to a wall by running into the wall.<br />
** Thanks to Pepisolo and ptarth for reporting.<br />
<br />
* Put in some code to hopefully prevent some issues with loading sounds in some cases.<br />
** Thanks to Econael, Amitiel, and samnainocard for reporting.<br />
<br />
* Some mapgen-related error messages are now silent log entries because there's already recovery mechanisms in place to make sure the player gets a fully formed dungeon.<br />
** Thanks to TuxedoBra for reporting.<br />
<br />
* Changed various items from "add/subtract missiles/energy/whatever at a massive rate for a very short period of time" behavior to simply adding/subtracting a large amount, so that the effect would show up immediately even when you're playing RedShift and time isn't normally passing.<br />
** Notably, the missile refill effect from Arms Race.<br />
** Thanks to Solar Marine, Cinth, ventifer, and ptarth for reporting.<br />
<br />
*Added new attribute to xml schema for bullet node: initial_angle_is_absolute (bool)<br />
**makes the initial angle of the bullet not be relative either to the angle from the firing entity to the target entity or to the rotation of the firing entity<br />
**Thanks to ptarth for suggesting.<br />
<br />
* Redid Reaper Hard mode, Misery mode version also added, but this may need something a bit extra.<br />
<br />
* Fixed a bug where EntityModifierType.DoubleItemGainChance (used by "Major Coinage" and "Wishing For More Wishes") was working for all item types, not just the one specified.<br />
** Thanks to Solar Marine and ptarth for reporting.<br />
<br />
* Added new FamiliarType: PtarthianOrbit<br />
** Behaves like SimpleCircleOrbit, but doesn't try to automatically space out the familiars in a ring. 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 />
** Thanks to ptarth for inspiring this change.<br />
<br />
* Added new sub-node type for entity nodes: familiar<br />
** Basically this is like adding something to the end of the "familiars" list that's already there, but allows you to set some additional info.<br />
** Attributes:<br />
***type (entity)<br />
****the actual familiar type, same as if you'd put it in the "familiars" list<br />
***minimum_difficulty (DifficultyType), maximum_difficulty (DifficultyType)<br />
****the lowest and highest difficulty where this entry will be considered (default: always consider)<br />
***chance_out_of_100 (int)<br />
****if this is set, and set to a value less than 100, each time it considers spawning this familiar it only has this % chance of actually doing so<br />
***radius (int)<br />
****only meaningful with PtarthianOrbit, sets the radius of the circular orbit<br />
***starting_angle (float)<br />
****only meaningful with PtarthianOrbit, sets the starting position on the circular orbit, in terms of degrees around the circle<br />
***rotation_reversed (bool)<br />
****only meaningful with PtarthianOrbit (works for SimpleCircleOrbit, but is weird there), if set this makes the familiar rotate in the other direction than it would normally<br />
***override_degrees_per_second (float)<br />
****only meaningful with PtarthianOrbit (works for SimpleCircleOrbit, but is weird there), if set this overrides the speed of the orbit (which is normally based on the familiar's speed); you can use negative values instead of the rotation_reversed flag if desired<br />
***suppress_line_of_sight_check (bool)<br />
****only meaningful with PtarthianOrbit, SimpleCircleOrbit, and NormalOrbit, if set this causes the familiar to skip the normal "don't fly through walls" logic<br />
*****if you know the familiar will always be in an open space where it doesn't need to check this, or if you want it to fly through walls, this flag helps lower the CPU cost of the familiar because it's not having to do LOS checks every frame<br />
<br />
* Made the Repulsive Hornet Mine available for seeding in the game, as it was the only starting Mech secondary not to be available. Regular Hornet Mine no longer seeds as Repulsive Hornet Mine is just a much better version.<br />
<br />
* Now when you use a teleporter, instead of doing a full refresh on your familiars it just relocates the normal-ship-behavior familiars to you (the other types always orbit you anyway).<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* New shot graphic for Flamethrower type systems.<br />
<br />
== Version 1.015 ==<br />
(Released February 25th, 2016)<br />
<br />
* New Enemy Aegis added. 4 variations<br />
** Thanks to community member Hearteater for creating these!<br />
<br />
* Correct icon added for the Masochism consumable.<br />
** Thanks to ScrObot for reporting!<br />
<br />
*Orbital familiar hijinks have been sorted out. They'll fight fairly for now.<br />
** Thanks to everyone who reported for reporting!<br />
<br />
* Entities with ship_category="RandomFloatingChunksOfStuff" (i.e. antigravitate blockade shards) can no longer proc health-on-kill or item-on-kill modifiers.<br />
** Thanks to Ayrix and dfinlay for reporting.<br />
<br />
* Fixed a bug where the "kill final boss with all mechs" achievement (and similar one for super-final boss) considered the tutorial mech as in that group.<br />
** Thanks to pmkenny1234 for reporting.<br />
<br />
* Fixed a bug where progress on the "kill final boss with all mechs" achievement (and similar one for super-final boss) was not being tracked properly.<br />
** Note: if you've gotten a kill-final/superfinal-boss-with-specific-mech achievement, and you load an old save, it will update the progress tracking for these kill-with-all achievements.<br />
** Thanks to pmkenny1234 for reporting.<br />
<br />
* Starting work on the SFX overhaul (which will take a long time to complete, bit by bit). New Banshee, Anangu, Energy Shield Module, TurboBlaster, Translocator, Railgun, PhaserGun,SplinterCannon,HornetNest,GrenadeLauncher,ClusterLauncher,PoisonedKnife,GuardianGun SFX added. Thanks to Goldenwolf for helping me with this!<br />
<br />
* 14 more new rooms added.<br />
** Thanks to community member Reath for creating these!<br />
<br />
* A few of the weedier enemies in CMP_EnemyShips have been set to not seed later in the game. Facerippers, for example, seem too weak to be seeding on later floors.<br />
<br />
* Set the few reticule based items to not seed until they are overhauled as they don't work very well on joypad.<br />
<br />
* Lots of tweaks to the main gun upgrades. More main gun upgrade tweaks.<br />
<br />
* Overhauled the Disruptor energy weapon, including new SFX. It is now a shorter range spread shot that disrupts enemy movement and fire rate. The longer you hold the burst, the stronger the disruption.<br />
<br />
* Viper Difficulty Reduction<br />
** Slowed Homing Shots<br />
** Decreased Homing Shot Homing Range<br />
** Changed color patterns so that Red, BurningRed, and Purple are only on homing shots.Red Snakes = Bad Snakes!<br />
** Added Egg shot to produce the Snake Shots (previously was invisible)<br />
** Added do_not_do_rest_of_logic_on_early_death to egg shot. Kill the egg, and the baby snake dies.<br />
<br />
== Version 1.014 ==<br />
(Released February 19th, 2016)<br />
<br />
* Flame tank mech has had it's main weapon rebalanced a bit<br />
<br />
* Blade Module is now found only in the secret room, instead of the sacrifice room<br />
<br />
* Tactical Nuke now does 650 damage and a guaranteed crit<br />
<br />
* Basic Drone now costs 90 credits instead of 20<br />
<br />
* STG-4377 damage has been lowered, and it's spread has been widened, and it no longer has infinite range<br />
<br />
* Big Leaky Battery's energy drain effect is now slightly faster<br />
<br />
* MajorCoinage now has a 40% chance of activating instead of 100%<br />
<br />
* Charger's attack range has been reduced<br />
<br />
* Labyrinth's chaser shot no longer dies on contact with the player<br />
<br />
* Missiles now explode on the very first shot they hit (they should be better at deflection now)<br />
<br />
* Combat Shield's energy cost slightly reduced<br />
<br />
* Multiple exploits have been negated in the fight with Terminus<br />
** The teleporters in the room are now one-way, and you cannot wake the boss with bullets from that location, or even damage it from there; you must step out of the teleporter to wake it<br />
** In addition, Terminus is now completely invincible as long as either of it's two guardians are in the room. If you try to skip them by running through them to the teleporters, you'll permanently trap yourself in an unwinnable state. No cheating, now...<br />
<br />
* Glassbreaker's sacrifice cost reduced by 1<br />
<br />
* Incineration module damage increased to 100<br />
** It also has a damage cap though, which is also 100<br />
<br />
* Consumable "Code: Overdrive" has had it's effective duration doubled<br />
<br />
* Battalion enemy now does not spawn until floor 6<br />
<br />
* The Corrosive Drone shots were intercepting other shots making it super OP. Fixed this so that they no longer intercept other shots.<br />
** Thanks for Pardinuz for reporting!<br />
<br />
* Escape now closes the Credits window.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Now switching between a secret room and a room with door-closing enemies does not restore your shields.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
* Magnetic shot drift no longer happens in shop rooms, to avoid accidents with the shopkeeper.<br />
** Thanks to ventifer for reporting.<br />
<br />
* Three varieties of new enemy Blademorph added. Thanks to community member Zharmad for creating these!<br />
<br />
* Updated the repulsive hornet mine to a more high res shot image. Also did the same for the grenade launcher and gravity cannon shot. Added variant colour flea guard shots.<br />
<br />
* Tweaked phase 1 Invader health and revenge spawner fire rate.<br />
<br />
* Deadly Viper enemy recategorized as a Fearsome_7x7<br />
<br />
* Shred Guardians recategorized as Wanderer_3x3<br />
<br />
* Reactive Blast Module is now the Reactive Shock Module<br />
** Instead of creating an explosion, it now creates a short range shockwave to clear bullets around the player<br />
** It now also can appear in the Defensive Shop, with a credit cost of 65<br />
<br />
* Added two more varieties of Krill Spitter<br />
<br />
* Labyrinth's chaser shot can no longer be cancelled<br />
<br />
* Enemy orbital familiars no longer render before you fully enter the room, since their orbiting offsets aren't set up until after you enter and that led to them rendering in weird places.<br />
** Thanks to dfinlay, Misery, ptarth, and dumpsterKEEPER for reporting.<br />
<br />
* Fixed some annoying cosmetic things with Reaper. Fixed it so that the Hunter nets bounce off walls more reliably.<br />
<br />
* Overhauled the Narcotics Drone to be more desirable. It now attacks of its own accord and its debuffs occur more frequently.<br />
<br />
* Tweaked Narcotics Drone description. Reduced the Corrosive Drone Size.<br />
<br />
* Added a description to the Masochism probation.<br />
** Thanks to ScrObot for reporting and Cinth for coming up with the description.<br />
<br />
* Fixed the Keyprentice and Keymaster perks.<br />
** Fix provided by Cinth! Thanks!<br />
<br />
* Added new drone Kamikaze Minibot. Available from all good retailers. -- Note, Kamikaze Drone had to be pulled due to a bug. If you still want to try it out, remove is_not_ready_to_seed="true" from the Kamikaze Minibot xml in Dayton_PowerUps.xml. It currently has issues going through teleporters. Sorry!<br />
<br />
* Corrupting Power Incredibility no long kills players on pick-up.<br />
** Also fixed the issue with Corrupting Power not dropping if you picked up another incredibility.<br />
** Thanks to dfinlay for the report.<br />
<br />
* Changed the room BGS_KickingTheHive so that there is less backtracking needed.<br />
** Thanks to Reath for reporting!<br />
<br />
* Reduced the Drone size across the board a little.<br />
<br />
* New Drone Autocannon Minibot added.<br />
<br />
* Fixed the issue with the Sacrifice shops. No more unexpected deaths from this source!<br />
<br />
* Fixed the broken Energy Shield module. A little more work is needed before it's completely polished, though.<br />
<br />
== Version 1.013 ==<br />
(Released February 10th, 2016)<br />
<br />
* Added 14 new rooms courtesy of community member Reath. Thanks, Reath!<br />
<br />
* New entity attribute:<br />
** pick_up_even_if_wastes_resources (bool)<br />
*** if set, this item can be picked up even if it grants health/items that the player can't benefit from because they're at max<br />
*** useful if that health/item grant is just a secondary effect and you want the primary effect to always be available<br />
** Thanks to Cinth for inspiring this change.<br />
<br />
* Now when you take a shield hit you glow blue instead of red.<br />
** Thanks to nas1m for suggesting.<br />
<br />
* Now if there's both enemies and a power generator in the room, simply defeating the enemies will open the doors but will not cause the room to be considered "won" (which is what defines the normal trap-shutdown behavior, etc).<br />
** Thanks to Enrymion and Misery for suggesting.<br />
<br />
* Viper enemy code has been improved, and modified to have better performance. Thanks, Ptarth for creating these changes!<br />
<br />
* MetalGrinder now comes with an extra sneaky attack. Thanks for creating the changes Ptarth!<br />
<br />
* New Enemy, Krill Spitter added courtesy of community member Ayrix. Thanks for creating the enemy Ayrix!<br />
<br />
* Added EffectType.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 />
** it's now used instead of InventoryChangePerSecond for those cases<br />
** Thanks to Maurog, Danjuro, zharmad, and LaGrange for inspiring this change.<br />
<br />
* The cheap item shop rooms no longer contain glass shootables, but instead now have caltrops in those places. This way you don't accidentally shoot the shopkeeper, but it's also a visual clue as to the type of shop (each type of shop has its own little object sort as a visual clue).<br />
** Thanks to Cinth for suggesting.<br />
<br />
*Risky Assassin no longer kills you when you pick it up with hull damage.<br />
*Risky Assassin now also will remember where your Max HP is so if you decide to swap it out later, you aren't stuck with 1/1 HP.<br />
** Thanks to Cinth for creating this fix!<br />
<br />
* Tweaked Bullet Drone, and overhauled Corrosive Drone to be more desirable.<br />
<br />
* Changed the misleading description of the Berserker level up perk.<br />
** Thanks to Whiskeh and Cinth for reporting.<br />
<br />
* Fixed a bug where there were very, very few bosses that could actually seed on floor 6, and some simply couldn't seed at all (being restricted to floor 7, which always has... something else), and others could only seed if you'd satisfied certain conditions. This led to no boss room on floor 6. A clever trick on part of the game, but we're nerfing that strategy.<br />
** Thanks to Samichama, zharmad, zekafonss, Cinth, and others for reporting.<br />
<br />
* Put in some extra checks in mapgen to prevent giving you floors with no boss rooms.<br />
** This won't fix old runs, since the mapgen for all the floors in that run is already done there. But future runs will benefit from this.<br />
** Thanks to Samichama, zharmad, zekafonss, Cinth, and others for reporting.<br />
<br />
* Halved the lifespan of the Shred Guardian blades so that they don't overstay their welcome.<br />
** Thanks to Discotech for the feedback!<br />
<br />
* Overhauled Tag Team drone. It now pathfinds to the player so it doesn't get stuck, and its shots don't obscure your vision as much as it used to. It's easier to use as a DPS booster now.<br />
<br />
* Added new enemy Anangu Initiate and variant Anangu Warrior. Thanks, Zharmad for creating these enemies!<br />
<br />
* Added Hard Mode system for Reaper.<br />
<br />
* Started looking through the secondary weapons systems for missing sound effects (and adding some if missing, of course). Also tweaked a few shot images, one was using excessive scaling so swapped it for a higher resolution image. (note to self: I'm up to Grapeshot in the item pickup xml)<br />
<br />
* Updated the Abmoog Shield enemy to not look like the ram, which might be confusing for the player. Thanks for creating the change, Ptarth!<br />
<br />
* Added a confirm-popup when starting a tutorial while you have an active non-tutorial run going in the same file (as it overwrites that active run).<br />
** Thanks to Kevin Tang for inspiring this change.<br />
<br />
* Now when you buy a health-cost item it increases the cost of future health-cost items during that run by 2. Stacks.<br />
<br />
* Now when zamboni-behavior enemies (like the blind lady enemies) are nudged by a one-way-arrow tile they treat it as a wall collision and so should reverse direction, etc.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Now when you gain max health via shard pickups it will give you a big central screen message to that effect (once you're out of battle, same as when you level up)<br />
** Thanks to Moonshine Fox for suggesting.<br />
<br />
* Now when you pick up health/missiles/health-shards/keycards/credits there's a little floating text near you to that effect.<br />
** XP was already being announced in a similar way near either the thing killed (if you gained the XP that way) or near you (if it's from an XP pickup or a deposit box).<br />
** Thanks to Moonshine Fox for suggesting.<br />
<br />
* Gain-health-on-kill and gain-item-on-kill modifiers no longer proc when killing enemy familiars and stuff from enemy spawners.<br />
** Thanks to Cloud51023 for reporting.<br />
<br />
* Invader Boss upgraded to version 4.0! The boss now has multiple stages, and has been improved for all difficulties. Thanks, Ptarth for creating the changes!<br />
<br />
* The in-game credits now properly thank the alpha testers, the community contributors, and note Erik as being involved in the game design.<br />
<br />
*Beast Mode: Reduced to 20% attack power. It was previously 40% attack power.<br />
<br />
*Anger Protocol: Reduced to 20% attack power. It was previously 25% attack power.<br />
<br />
*Large and in Charge: Reduced to 20% attack power. It previously was 25% attack power.<br />
<br />
*Changed flags on Harmony and Rocket Man to not show up with other power-ups in the pause menu. Probation items display their status on the primary screen and this was causing confusion.<br />
** Thanks to LaGrange for the report and Cinth for the fixes!<br />
<br />
* The obstacle lasers are now more enthusiastic about doing their job, in terms of hit detection and frequency of checking, so that even if you sprint across them you will be much more likely to take damage.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Both versions of the Mirror boss are now more dangerous and more tanky, and now have their own unique Hard Mode patterns.<br />
<br />
* Fixed a bug where gamepad/keyboard aiming of melee primary weapons didn't really work because it wasn't using the mouse version's rule of "always act like it has at least 30 range for angle computations".<br />
** Thanks to Cinth for reporting.<br />
<br />
* Improved the responsiveness of gamepad/keyboard firing to aim in the direction specified even for the first shot (which previously tended to go towards wherever you were facing before pressing the button).<br />
<br />
== Version 1.012 ==<br />
(Released February 2nd, 2016)<br />
<br />
* Got rid of the diagonal wall smoothing from the prior version. Two or three days of working on that and it's just not tenable.<br />
** Thanks to Cinth and ghoti221 for reporting.<br />
<br />
== Version 1.011 ==<br />
(Released February 2nd, 2016)<br />
<br />
* New enemies, Viper, Vicious Viper, and Deadly Viper integrated. Vicious starts seeding on floor 3. Deadly starts seeding on floor 5.<br />
** Thanks to Ptarth for creating these enemies!<br />
<br />
* Player collision with angled walls is now a lot smoother.<br />
<br />
* Starward Rogue has now been migrated to Unity 5.3.2, up from version 4.7 just a week or so ago. We are moving to Unity 5 with our next project, and thus we finally had a reason compelling enough to upgrade our unity 3D licenses. With that it thus made sense to also get Starward Rogue on the very latest and greatest.<br />
** Overall this doesn't make a whole lot of difference to the game itself, to be honest. But it may have some slightly better compatibility on linux and osx.<br />
<br />
* One new benefit of being on unity 5 is that the game now is able to lock the cursor to the window when you are playing in windowed mode or on fullscreen in multiple monitors. This unfortunately only works on linux and windows for some reason (this is the stated support level in unity 3d), and on windows it's still possible to grab the title bar and the other resize bar bits. But it's still vastly better than before.<br />
** We have it set so that it doesn't lock your cursor until it detects a keypress inside the game itself, and it disables itself if you open the menu or hit the cancel button.<br />
<br />
* The hitboxes for all the mechs are now half as large as they were before. This is more in line with most SHMUPs and Isaac and a number of other games, and allows for more precision play.<br />
<br />
* Updated the Demesne enemy substantially in order to make it both use higher-performance shot logic as well as not use so incredibly many shots. It was definitely a big drain on performance in any room it was in.<br />
<br />
* A completely new variant of Shred Guardian has been added, plus some balance fixes for the other variants.<br />
** Thanks to Ptarth for creating the new variant and providing the balance tweaks!<br />
<br />
* Added a new settings option to the extras tab:<br />
** Debug: Check XML Validity<br />
*** If this is on, then when XML files are read in it will check to see if there are any attributes that refer to nonexistent features. These generally indicate typos or other xml errors. This doubles the amount of time it takes to parse the xml, though, so it's off by default (it's still fast either way).<br />
** This solves some minor performance issues introduced in version 1.010 when this was added. However it's not related to the overall larger hitching.<br />
** A bug relating to this has also now been fixed that was wasting about 50MB of RAM, and this bug may have been the cause of the overall hitching we started seeing in 1.010.<br />
<br />
== Version 1.010 ==<br />
(Released January 30th, 2016)<br />
<br />
* The way that the completion percentage is calculated has been massively updated to now include your perfections against bosses, your wins with incredibilities, and so on.<br />
<br />
* The full 7-floor runs now unlock after 3 runs rather than 10.<br />
** We originally did it as 10 because another popular game in the genre does that. But lately we've been getting frustrated at how long it takes before players are even able to see that awesome content that comes after beating The Warden three times. For a youtuber or a twitch streamer it's really quite a time investment to even consider it.<br />
** Thanks to dfinlay for giving us the kick in the pants to actually make the shift, though. :)<br />
<br />
* Fixed a scripting mistake on Cheapskate.<br />
** Thanks to sherpajack for reporting.<br />
<br />
* Added an attribute to entity nodes: frequency_in_enemy_seeding (int, default 100)<br />
** this is actually an alias to frequency_in_item_pools, which now also impacts normal enemy seeding frequencies, but this name would make more sense in the xml for enemies<br />
<br />
* Fixed a bug where the "win run having held incredibility X since Floor 1" achievements weren't working because they were requiring you to pick the item up on Floor Zero... um, yea, sorry.<br />
** Thanks to Soupinator for reporting.<br />
<br />
* Fixed a bug where the statistics window wouldn't respond to the Cancel or OpenMenu keybinds, and thus couldn't be closed via controller.<br />
** Thanks to Reath for reporting.<br />
<br />
* Now if you somehow get stuck completely outside the room's boundary rectangle it will gradually bump you into it, to avoid it being a bricked run.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Fixed a bug where in the rare cases that floor generation just couldn't come up with something after a hundred tries, you could get a partial run generated but not the whole thing. Now in those cases it just rerolls the whole dungeon, and keeps jolly well doing so until it finishes one properly.<br />
<br />
* Fixed a bug where floorgen would sometimes allow mismatched door connections, which could leave you stuck in a wall if you went through one. Now it throws those floors back.<br />
<br />
* Now when you use a mysterious circuit you didn't know about yet it displays a message in the upper-left with the name and description of the now-known circuit.<br />
<br />
* Setting a bullet pattern loop's iterations to zero just has it never execute its body now, instead of acting like iterations="1".<br />
** Thanks to ptarth for suggesting.<br />
<br />
* Halved the frequency at which Tiny Transport seeds.<br />
* Further reduced the frequency at which Tiny Transport seeds. They should be pretty rare now. Slightly reduced the amount of drops each one can give. Credit Tiny Transport now drops 3 credits per drop in order to balance the usefulness of its drops compared to the other two varieties of ship.<br />
** Thanks to Dfindlay and Amitiel for the feedback.<br />
<br />
* Now when the game is loading xml content, it checks afterward to see if there's any data (specifically, attributes) it didn't use, and if it finds any it fusses in a short message in the upper-right message log and dumps the details to UnrequestedXMLAttributes.txt<br />
** Bear in mind that the message log doesn't show on the title screen, but does show on the file select screen.<br />
** Thanks to ptarth, zharmad, Misery, and many others for inspiring this change.<br />
<br />
* The text shown near the top for active probations has been cleaned up to not have stray zeroes and weird descriptions and so on.<br />
<br />
* Some updates have been made to the input handling to fix an issue where the custom dead zones were apparently not being properly applied to the left and right thumbsticks in all cases, particularly on linux -- but in general possibly on most cases where xinput is not being used.<br />
** Thanks to HerrGnatz and PoloBaquerizoH for reporting.<br />
<br />
* Added a new Shred Guardian courtesy of community member ptarth.<br />
<br />
* Fat Bullets is now Precision Ammo - Bullets are 25% smaller but also deal 20% more damage.<br />
<br />
* Enormous Bullets is now Contaminated Ammo - Bullets poison enemies for 50 damage over 2 seconds.<br />
<br />
== Version 1.009 ==<br />
(Released January 28th, 2016)<br />
<br />
* Expanded the new "does not block sight even though it blocks pathing" thing to a bunch more room features; the enemies may not actually be able to _hit_ you while you're hiding behind that laser emitter, but they can try. And have a much better chance than if you were actually behind a solid wall.<br />
<br />
* Added new attribute to the bullet pattern "loop" node: take_pants_off_head (bool)<br />
** This suppresses, for this loop tag, the longstanding (all the way back to TLF) bug where on iterations after the first it would often skip the first action in the loop.<br />
** For the less sarcastic content contributors, you can use an alias for this new attribute: suppress_loop_bug<br />
** This defaults to false because many of the existing loop tags would cause infinite-loop behavior if the bug were fixed for them.<br />
** Thanks to ptarth, Misery, and others for reporting.<br />
<br />
* Added stats for how many runs until you unlock 7-floor runs, and for which incredibilities you've won a run while holding.<br />
<br />
* Energized Glass Hull is now disabled (likely to be removed unless it it re-worked). <br />
** New Incredibility - Corrupting Power : Gain a high amount of max energy and you will regenerate energy over time... but at what cost? ;)<br />
<br />
* A new "metal grinder" deadly pursuer enemy has been added to the game.<br />
** Credit to community member ptarth for yet another awesome creation.<br />
<br />
* A new "Tiny Transport" enemy has been added to the game.<br />
** Tiny Transport. These are kind of like the health and potion gnomes from Golden Axe; the more hits you can get in on them before they explode, the more drops you get.<br />
<br />
* A number of OSX controller incompatibilities (and linux ones as well) should now be solved. We had not noticed that were were a preponderance of preprocessor compiler directives in the InControl code, rather than using Application.platform. Given we compile on windows, this created a problem. We've shifted everything over to be compile-computer-agnostic, so presumably those issues (they were actually missing bindings) should be fixed.<br />
** Please do let us know if this doesn't do it, though. We haven't actually had a chance to test it out in the situations that were an issue before. It's been a... trying... day.<br />
** Thanks to Sounds, Sounds of Silence, beatnikbedlam, lessster, and RuySan for reporting.<br />
<br />
== Version 1.008 ==<br />
(Released January 27th, 2016)<br />
<br />
* Kill tracking for multi-stage entities now only happens when the final stage dies, and it tracks under the first stage's name.<br />
** This avoids a problem where you got "credit" for killing a boss when you'd only killed the first stage, even if you then died before winning the fight.<br />
** Thanks to Danjuro for inspiring this change.<br />
<br />
* Fixed a bug where the difficulty of the tutorial was being set according to the last run of the test chamber (which is basically just for devs and modders), and since the tutorial is the first thing that runs when you start a new file it could result in all your new files being set to Misery difficulty without you realizing it.<br />
** This may have only impacted a certain developer who was wondering why he was suddenly so bad at this game.<br />
<br />
* The game is now way more aggressive about using different room scripts for rooms of the same general type, until it runs out of "new" ones and then it just starts over.<br />
<br />
* The energy bar in the lower-left now shows your actual current and max amount of energy.<br />
** Thanks to Ljas for suggesting.<br />
<br />
* Now any inventory item type (missiles, energy, etc) that has a maximum cannot have that maximum modified below 1. Otherwise when it hit zero it just becomes "no max" and doesn't work right.<br />
** Thanks to Nargasse for reporting.<br />
<br />
* The minimap now doesn't show icons for missiles or credits left in a room if you're at max capacity for those items.<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Fixed a bug where weapons with shots_per_salvo > 1 and placed in a system offset would not properly offset the secondary shots.<br />
** Thanks to ptarth for reporting.<br />
<br />
* There's now a short "Victory!" display after you win a run, followed by a fade to black, rather than dumping you straight to the menu when the last floor boss dies.<br />
** You are invincible during this time.<br />
** Thanks to Ljas and zharmad for inspiring this change<br />
<br />
* Keyprentice is now on level 3 instead of level 9, and it now only gives you 5 keys instead of 10.<br />
** Keymaster is now on level 8 instead of level 10, and now only gives you 20 keys instead of 50.<br />
** Thanks to zharmad for suggesting.<br />
<br />
* When we updated the game to the new version of Unity, apparently it switched our fullscreen mode into windowed borderless instead of true fullscreen mode, which performs worse. It now runs in true fullscreen mode again.<br />
** Thanks to Soupinator for reporting.<br />
** Also thanks to his workaround for v1.007: "Current workaround: use -force-opengl in the command line, since fullscreen is only broken in the Direct3D renderer, but this makes the graphics a bit fuzzy."<br />
<br />
* In an effort to make sure you actually see the various items we worked so hard to make, and to make getting loot more exciting:<br />
** Your base chance to get loot after winning a room is the same, but each time you fail the roll it goes up for next time until it succeeds.<br />
** When room-win loot would give you a consumable item (as opposed to a minor item), at various intervals it will instead give you a main-weapon, energy-weapon, or power-up item. Those intervals are randomized but controlled to ensure some rate of each.<br />
** When seeding from many of the significant item pools, the game's now fairly aggressive about not seeding the same thing more than once when there are still things that haven't been seeded. When it runs out of choices under this rule it starts over for that (group of) pools.<br />
** When you open an unlocked chest, you have a small chance of getting loot from the locked-chest pool. If this roll fails the chance goes up for next time until it succeeds.<br />
** The game is now much more aggressive at making sure it seeds all of the available reward/shop rooms before it goes back to ones it's already seeded in that run.<br />
** Thanks to Misery, Wingflier, evilution, zharmad, Matruchus, and others for inspiring these changes.<br />
<br />
* The max-health reduction from losing a condemned room or from buying an item with health are now applied after the difficulty-based health multipliers, so they don't cause greater-than-expected losses on lower difficulties.<br />
** Thanks to Jacic for reporting.<br />
<br />
* XP yield from depositing credits at a console is now multiplied by floor number, as with other XP gain.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Added a button to the test chamber screen that tries to open the Starward Rogue wiki in your browser.<br />
<br />
* Now when you have the steam overlay active, the game pauses in the same way as when the escape menu is open.<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Now when a room script is flipped on either the x axis or the y axis (but not both), any entities with passive_rotation_speed in the room act as if that value's sign were flipped.<br />
** Thanks to Tornis and Pepisolo for reporting.<br />
<br />
* The visuals for caltrops and floating debris have been updated to be a lot more visible, since some folks were having trouble seeing them.<br />
<br />
* The normal enemy health bar is now at the top where the boss health bar is (if both are shown, the non-boss one goes lower).<br />
** This also means the normal enemy health bar doesn't block other tooltip info from showing, and vice versa.<br />
** Thanks to Castruccio and zharmad for inspiring this change.<br />
<br />
* Brute now only grants a 10% bonus to attack power, not a 20% bonus. That was getting to be a bit overpowered.<br />
<br />
* The costs of items in the health sacrifice shops are now much more substantial, since the overall amounts of health players have these days is a lot higher and thus these were way too cheap to get.<br />
** Anything that cost 3 before now costs 7, things that cost 2 before now cost 5, and things that cost 1 before now cost 3.<br />
<br />
* Sideshot no longer seeds until you are two floors down.<br />
** Thanks to nas1m for reporting.<br />
<br />
* The term "reload time" has uniformly been changed to be "fire rate." Before both terms were used, which was confusing.<br />
** Thanks to Tornis for suggesting.<br />
<br />
* In recent builds, Terror Bubbles were just sitting there on Normal difficulty and down, because they had no weapons on those difficulties. Fixed!<br />
** Thanks to Cinth and Nova225 for reporting.<br />
<br />
* The impassable glass blocks that you can shoot through now no longer block line of sight.<br />
** Note: this won't help with rooms you've already entered, because the data is set up when the block is spawned.<br />
** Thanks to crazyroosterman and Misery for reporting.<br />
<br />
* Now if you've picked up an incredibility, and you pick up another, the first is dropped on the ground.<br />
** Thanks to Misery for suggesting.<br />
<br />
* The fire left by your mech when you have a hotrod system is now much larger, thus looking more interesting.<br />
<br />
* The game now uses a scaled radial dead zone of 0.25 for all analog input thumbsticks, which means that they should all "just work" now.<br />
** This is the same as they had prior to us moving to the more recent InControl asset, which was using 0.2 instead and was using an inferior algorithm.<br />
** This in particular should patch up the XBox 360 controllers that are a little worn. If any of them still have trouble, then there are now sliders inside the main Game tab of the settings window that allow you to adjust these to the needs of your particular controller.<br />
** Thanks to [ES.GR] Ziltoid Le Muet (Cpl), Sounds, lessster, Invader Xom, Rhakyr, Castruccio, beatnikbedlam, and Apathetic for reporting.<br />
<br />
== Version 1.007 ==<br />
(Released January 26th, 2016)<br />
<br />
* Fixed a bug where bouncing mines had a different damage type (Ballistic) than stationary mines (Explosive), and thus stuff that gave immunity to explosive damage didn't protect you from bouncing mines.<br />
** Thanks to waylon531 for reporting.<br />
<br />
* Now when you press E to level up, if there are any more of those big central screen messages still showing they're cleared so they don't get in the way of the level up display.<br />
** Thanks to Moonshine Fox for inspiring this change.<br />
<br />
* Made the glass pots no longer shootable by enemies.<br />
<br />
* There will no longer ever be more than one Sideshot seeded per room, thanks to a new never_seed_more_than_one_per_room flag on it.<br />
** This flag is ignored on Misery difficulty, so you can run into really brutal groups of enemies there still.<br />
** Thanks to nas1m for suggesting.<br />
<br />
* The game now properly uses aliases for some of the common center-gamepad buttons so that they all map the same way across gamepads. Aka the Menu button on the XBox One controller is the same as Start on the 360. And the View button on the XB1 is the same as the Back on the 360. That way you don't have to change your default mappings around to get those to work. Start and Select also map to those, respectively, for usage on PS3 controllers and similar.<br />
** In the past this was set up for the 360, but with the prior version we inadvertently set this up for the XB1 so that the 360 then required a remapping to a control icon that looked identical. No longer!<br />
<br />
* In windows, the game now uses XInput rather than the default wrappered unity input. This fixes a few lingering issues with the triggers on the xbox one controller in windows only (they were fine in other OSes as of last version).<br />
<br />
* The game now allows you to back out of most windows using the menu button as well as the cancel button. This has been requested for a while, actually, and isn't related to the new input interface.<br />
<br />
* Fixed up the way that the hitting escape/B/cancel to get out of the game at the main menu was not working properly in the prior version.<br />
<br />
* Fixed a number of bugs relating to the virtual gamepad cursor in the escape menu selecting the wrong thing.<br />
<br />
== Version 1.006 ==<br />
(Released January 26th, 2016)<br />
<br />
* Added new toggle to extras tab of settings window: Always Use OS Cursor<br />
** If this is on, the game never uses the gamepad "virtual cursor" even if the gamepad is in use.<br />
** Thanks to Saphirahk and nas1m for inspiring this change.<br />
<br />
* Now if the revealed minimap is so big that it overruns its borders on the escape menu, it is scaled down to at least roughly fit within it.<br />
** Thanks to Tolc for reporting.<br />
<br />
* New "Gemini siblings" enemies from community member zharmad!<br />
<br />
* Fixed a bug where shopkeeper kills were not checked for achievements because it never did the room-win logic for shops.<br />
** Thanks to Matruchus for reporting.<br />
<br />
* Fixed a bug where one of the three code-branches that checks for waking the shopkeeper was checking the thing doing the damage rather than the shopkeeper for the waking-immunity to stuff not directly fired by the player.<br />
** Thanks to Reinhark, Cinth, and Matruchus for reporting.<br />
<br />
* Fixed a null exception that could occur shortly after loading a save.<br />
** Thanks to Danjuro for reporting.<br />
<br />
* Changed the logic of using keycards to unlock all doors in the room on the other side, rather than just the door facing you.<br />
** Otherwise a shop/item-room/etc that was locked could take two keys to get "through" to the other side, and if there was literally only one available and that was between you and the boss, well...<br />
** Also changed mapgen logic so that the next-to-start item room which often spawns cannot be locked, as that can cut off other areas of the map.<br />
** Thanks to SourKiwi for reporting.<br />
<br />
* Fixed a bug where the cryofreeze and other aoe effects would try to affect invincible stuff like caltrops.<br />
** In the case of cryofreeze, this could mean a lot of unnecessary sound effects.<br />
** Thanks to dumpsterKEEPER for reporting.<br />
<br />
* Fixed a bug where the "if you destroy a health shard block in a room adjacent to an unknown secret room, reveal that secret room instead of spawning the health shard" logic was instead checking for _known_ secret rooms. Cute.<br />
** Also, now when you enter a room bordering an unknown secret room, and the room you're entering has no heath-shard blocks (that normally reveal the secret when you blow them up, if there is one to reveal), it tries to convert a normal bombable block to one of those.<br />
*** If it fails to do that, it just reveals the secret room(s).<br />
** Thanks to nas1m, Watashiwa, and many others for reporting the frustration with secret rooms not being revealed.<br />
<br />
* Now when the game is seeding pickups that go in your main gun, energy, missile, or attachment slots it will never pick what you've already got equipped at the time of the seeding.<br />
** Thanks to TheVampire100 for inspiring this change.<br />
<br />
* New enemy "Demesne" added<br />
** This is another "Fearsome" type of foe... be careful around this guy!<br />
<br />
* Fixed a potential null exception bug when starting up the game.<br />
** Thanks to mrhanman for reporting.<br />
<br />
* Backfire now always uses BOTH of it's phases instead of randomly skipping to the second one.<br />
** It also now has more HP in both phases<br />
<br />
* Now the game tracks when you pick up multiples of the same powerup (for instance, level up perks that may be picked multiple times) and displays x2, x3, etc to show that.<br />
** This won't show that for powerups picked up multiple times in older saves because it wasn't tracked.<br />
** Thanks to Kevin Feederline, FroBrodine, and waylon531 for suggesting.<br />
<br />
* Fixed an issue accidentally introduced in version 1.005 where you could only pick up perks of each type one time, which would lead to blank perk selection screens on later levels.<br />
** Thanks to Reinhark for reporting.<br />
<br />
* ItemGainChanceOnEnemyKill and ItemGainOnEnemyKill modifiers now only proc against Ship entities; so not shots or obstacles.<br />
** Thanks to nas1m for reporting.<br />
<br />
=== Keyboard / Gamepad Controls Updates ===<br />
<br />
* Updated the game engine to Unity 4.7 instead of 4.6.7.<br />
** We generally try to avoid doing engine updates unless there are benefits or bugfixes that actually impact us. Past experience has taught us that new engine bugs appear unannounced, and we prefer to avoid those when possible by staying on known-stable versions until we need to not.<br />
** That said, this new version seems to be stable, and also is required in order to support the new InControl plugin.<br />
<br />
* We have completely gutted the underlying gamepad support and rebuilt it from the ground up with the InControl asset store plugin as the underlying basis for it.<br />
** This solves the XBox One controller compatibility issues, as well as making default bindings for the playstation 4 controller and many other main controllers now automatically kick into place.<br />
<br />
* The "Fire Up" and "Fire Up (Alt)" keybinds (and their down, left, and right counterparts) now cause your energy and missile weapons to target that direction too, even if normally they would target the mouse cursor.<br />
** Thanks to dfinlay for inspiring this change.<br />
<br />
* There is a new Debug: Show Gamepad Raw Inputs option in the extras tab of the settings menu.<br />
** If this is on, then any detected raw input from your gamepads will be shown on the left side of the screen. Useful for debugging but not much else.<br />
<br />
* The confirm popup now supports gamepad left-right (on either the dpad or the analog stick) to switch between the buttons, and the execute button to simulate a click on the highlighted button.<br />
** Thanks to Cyprene for inspiring this change.<br />
<br />
* Note: these changes have caused us to need to reset all of the existing key bindings to their defaults. If you had custom mappings you will need to remap those. Apologies!<br />
<br />
== Version 1.005 ==<br />
(Released January 25th, 2016)<br />
<br />
* Now when you use the in-game delete function on a file slot, it actually replaces that file with a very small file (just containing the text "deleted") which the game treats as an empty slot.<br />
** This way, steam cloud will not "helpfully" immediately repopulate the save file.<br />
** Thanks to ProfessorPaul1290 for reporting.<br />
<br />
* Now if you get a corrupt save message you have the option (again, removed late in alpha) to keep or delete.<br />
** If you delete, it actually copies it to a backup location and overwrites the slot with a small file that the game will treat as empty but the steam cloud will not automatically copy back over.<br />
<br />
* The perk screen now continues showing the previous HUD (for stat info).<br />
** Thanks to robdon for suggesting.<br />
<br />
* The knockback_resistance stat now also applies to weapon kickback.<br />
<br />
* The RedShift mech now has full immunity to both kickback and knockback.<br />
** Thanks to Apathetic for inspiring this change.<br />
<br />
* set disappears_if_room_left to true on the antigravitate blockage shards<br />
** Thanks to Apathetic for inspiring this change.<br />
<br />
* The boss "Backfire" is now active!<br />
** This has been completely redone from the ground up from what it used to be in the alpha. Be ready to deal with it's minions!<br />
<br />
* The Warden no longer falls asleep during phase 4 of it's attack<br />
<br />
* Fixed a bug where the recently added "missiles destroy shootables without them morphing into their more-damaged states" logic was causing the pathfinding-block on shootable-A and shootable-B objects to not be cleared when they died (because it was only being cleared when the C stage died, and that was being skipped).<br />
<br />
* Fixed a bug where OnRoomSwitch effects could fire when switching from an old run to a new run.<br />
<br />
* Fixed a bug where OnRoomSwitch effects that reduced hull health on the player would not actually do any damage due to the "invincible until leaves the doorway" logic.<br />
<br />
* The Medical Emergency pickup now only does its damage when you enter a room for the first time, not every time you switch rooms.<br />
** Thanks to The Hunter for inspiring this change.<br />
<br />
* The Impatience level-up perk now won't show up on the perk menu if you are already on the last floor of the run.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* The minimap icon for major item rooms and health storage rooms now disappears if you've entered the room and there are no pickups on the floor.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Fixed a bug with QuadEE/ZMC_GlassPipes. It was possible to get a Pearl trapped inside of Glass Unbreakable blocks, which made it not shoot or be killable, making the room unexitable.<br />
<br />
* Pearls now wake on being shot.<br />
** Thanks to Apathetic, Cinth, Paladinlord10, and Watashiwa for reporting.<br />
<br />
== Version 1.004 ==<br />
(Released January 23rd, 2016)<br />
<br />
* The minimap on the escape menu now has mouseover tooltips on the individual rooms.<br />
** The tooltip also lists any items on the ground in that room, if you've been there before.<br />
<br />
* Fixed a bug where a familiar that was supposed to only be for that room would respawn if you spawned it, left before it died, and deployed another familiar.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Put in further logic to prevent shopkeepers from being aggroed (or damaged) from sleep by anything other than a player-directed shot.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Fixed a bug where chests and other animated "special objects" spawned after room completion were not having their animators set up and thus were invisible (until opened, in the chest case).<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Enemy Spawners now explode when the room is cleared.<br />
** Thanks to ptarth for inspiring this change.<br />
<br />
* The width of columns on the Statistics screen has been broadened to accommodate some of the item names being longer than they were when that screen was set up.<br />
** This also prevents the close button from overlapping the next page button.<br />
** Thanks to robdon for reporting.<br />
<br />
* Added a "Fire Main Gun" key bind, replacing the hardcoded "hold down left mouse to fire main gun" logic.<br />
** Thanks to Cyborg for suggesting.<br />
<br />
* Fixed a bug where the 5-familiar achievement was counting some familiars twice (or after they died).<br />
** Thanks to Apathetic for the report and save.<br />
<br />
* Fixed a bug where occasionally a direct-fire shot would be fired as if it were "leading" the target.<br />
** Thanks to Misery for reporting.<br />
<br />
* Fixed a bug where the logic for resetting your position after dying in the tutorial was not reopening the doors, and thus causing you to be stuck there on the threshold of the door, if you entered through one.<br />
** Thanks to Arnos for reporting.<br />
<br />
* The game is now set to internally use the en-US format, so that hopefully those using other languages on the linux platform won't have to use the workaround of launching the game with the LC_ALL=C %command% or LANG=en_US %command launch option on.<br />
** Thanks to lessster for reporting.<br />
<br />
* Now the boss intro only has the boss go halfway across the screen, and then scale up to dominate the screen before fading out.<br />
** Thanks to Omgaar for inspiring this change.<br />
<br />
* The default Steam controller recommendation should is now 'Gamepad' instead of "Gamepad with high precision camera/aiming"<br />
** Thanks to death2cupbots for reporting.<br />
<br />
== Version 1.003 ==<br />
(Released January 22nd, 2016)<br />
<br />
* Fixed a rather serious bug in the last version that was causing the player to not be able to move upon entering rooms. Err... yeah, not sure how that slipped past us. Real sorry about that. We are very tired and clearly should not be making major changes right now. Thanks for understanding!<br />
** Thanks to Isaac, Cyprene, waylon531, Apathetic, and tupelocase for reporting.<br />
<br />
* The banshee now is more aggressive with its counterattacks again. Not so much as pre-1.0, but still a lot more than in 1.0.<br />
<br />
== Version 1.002 ==<br />
(Released January 22nd, 2016)<br />
<br />
* Fixed a bug where you could fire your weapons during just-entered-room invincibility.<br />
** Thanks to Moonshine Fox and others for reporting.<br />
<br />
* The text list of powerups at the bottom right of the escape menu is now a row/grid of icons with mouseovers for the names/descriptions.<br />
** Thanks to Apathetic and donblas for inspiring this change.<br />
<br />
* A new music track has been composed for the game! FTB 629<br />
<br />
== Version 1.001 ==<br />
(Released January 22nd, 2016)<br />
* The game will no longer seed secret rooms "from" shop, item, miniboss, secret, starting, or condemned rooms to avoid doors that look like they go to nowhere, or cannot be revealed.<br />
<br />
* Fixed a longstanding bug where secret rooms were requiring a 2x2 free space on the grid instead of 1x1.<br />
<br />
* Extended the destroy-enemy-shots-on-room-clear logic to continue clearing enemy shots from the room afterward instead of just once, as there are a few things that can continue to emit shots.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Updated the changelog to point to this new page.<br />
<br />
* Fixed up a mouse input issue that was a recent consequence of a perhaps-foolish major fix to some really unusual gamepads last night, which then broke mouse support for some folks with trackpads. The new system should work for everyone, as it is more unified and gets rid of some of the legacy input code that has been weighing down the button clicking for some time now.<br />
** Basically unity has an "input" way of handling clicks and such, and a "gui" way of doing it. We used to do a hybrid of both. Now it's all the "input" type, which is better for a lot of reasons.<br />
** Thanks to nas1m for reporting.<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Early Alpha Release Notes]]<br />
<br />
.<br />
<br />
.<br />
<br />
[[Starward_Rogue:Main|Starward Rogue Main Page]]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.0_Release_Notes&diff=28153Starward Rogue:Post-1.0 Release Notes2016-04-30T19:00:36Z<p>Zogheen: Protected "Starward Rogue:Post-1.0 Release Notes" ([Edit=Bureaucrats Only] (indefinite) [Move=Bureaucrats Only] (indefinite))</p>
<hr />
<div>== Version 1.019 ==<br />
(This isn't done yet, we're still working on it.)<br />
<br />
* New Hotrod SFX, and a added particle effect.<br />
<br />
* Upped Miniboss HP, 10% across the board.<br />
<br />
* Miniboss Tri has been significantly improved, including Hard, and Misery mode versions.<br />
<br />
* Fixed the Nanite Leeches not appearing in the GUI, once picked up.<br />
** Thanks to logorouge for reporting!<br />
<br />
* More new SFX for Crystal Mother, Spiders, Amberbarrage, Crossclaw, and RearBurstTurret. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Changed the Redshift Mech starting secondary to the Precision Railgun.<br />
<br />
* Updated the Reaper's Misery mode version.<br />
<br />
== Version 1.018 ==<br />
(Released March 28th, 2016)<br />
<br />
* Fixed a bug where homing weapons (especially ones with a homing delay) could wind up homing on the invisible bouncing mine emitters.<br />
** Thanks to Pepisolo for reporting.<br />
<br />
* Fixed a few problems with the FamiliarFollower logic that was making it rubber-band back and forth between the player and the enemy, etc.<br />
** Thanks to Pepisolo and ptarth for reporting.<br />
<br />
* Fixed a bug where a system with homing and a bullet pattern would allow the homing to work on the initial firing (it was correctly not trying to home after that; bullet patterns override homing until the pattern expires).<br />
** Thanks to Pepisolo for reporting.<br />
<br />
* Tweaked the following consumables: One Way Barricade (shot change), Tactical EMP (tweaks), Ricochet Circuit(now last for a whole floor), Stim Pack(now last for a room), Overheating System(tweaks and now last for a room), Overloading Circuit (duration increased to 30 seconds), Energy Boost Circuit (now plus 20 energy), Siphoning Circuit (new you lose 20 energy), Supernova (larger AOE on explosion, needs more work, though), Ludicrous Speed Circuit(made the speed increase more ludicrous), Carnage (upped duration to 15 seconds), AllTheRockets(increased duration to 30 seconds), ShieldsDown (increased duration to 30 seconds),Code Annihilate(slight damage increase),Code_Overdrive(increased duration to 15 seconds),Code_Defend (now last for a room), SignalTriangulator(This now reveals the boss room rather than teleporting you straight there), Beaming Probe and Incinerator Probe (tweaked to be more useful), OrbitingBattleStation (now fires multiple shots), all consumable sentries now block shots but they have limited health.<br />
<br />
* New consumable item Wormhole Journey added.<br />
<br />
* New consumable item Anomaly Detector added.<br />
<br />
* Changed Autocannon Minibot to a use the FamiliarFollower (pathfinding) behavior.<br />
<br />
* New BullRush,BullDog, and Battleswarm SFX. New Spine Ballista SFX. Fixed Pressure Shotgun audio typo. Thanks to Goldenwolf for helping me with this!<br />
<br />
== Version 1.017 ==<br />
(Released March 17th, 2016)<br />
<br />
* PathfindingAttacker enemies now update their paths more frequently.<br />
** Thanks to Pepisolo and ptarth for suggesting.<br />
<br />
* Tweaked the Riot Suppressor for performance and balance. Shots no longer pierce walls. Slight damage decrease.<br />
<br />
* Improved the Hunter Killer weapon.<br />
<br />
* Overhauled the SerratedSpineLauncher. It now causes toxic bleeding.<br />
<br />
* Overhauled Purifying Nova. It's a lot more visually satisfying now, and also clears enemy shots.<br />
<br />
* More SFX work. New Fencing Needle and Caliburn SFX. Added new Paragon, Reaper, Bastille, Arcoris, Hunter and Tri SFX. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Fixed a bug where not setting modifiers_applied_to_nearby_entities_max_simultaneous_affected (thus leaving it at the default of zero) would cause NearbyEnemies modifiers to never be applied to anything. Now the default functions as "no limit".<br />
** Thanks to ptarth for reporting.<br />
<br />
* Added to system:<br />
**deflected_shots_inherit_speed (bool)<br />
***only meaningful if deflects_shots is true, makes affected shots go the same speed as the shot deflecting them<br />
**deflected_shots_inherit_angle (bool)<br />
***only meaningful if deflects_shots is true, changes the angle of affected shots to match the shot deflecting them<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* Preliminary Hard and Misery mode Hunters added, although more work is needed. More Hunter tweaks.<br />
<br />
* Fixed some missing SFX caused by typos.<br />
<br />
* Glass walls and disrupted regenerating walls no longer cause shot-spawn to be offset from them, since the shots can pass through them anyway.<br />
** Thanks to samnainocard and Pepisolo for reporting.<br />
<br />
* On system, added:<br />
**shot_homing_delay (float)<br />
***if set, the shot won't start homing until this many seconds after spawning<br />
***only meaningful when combined with shot_homing_range<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* Fixed a bug where cue_time > 0 would prevent shots_per_salvo > 1 from having any impact (it would just fire one shot).<br />
** Thanks to ptarth for reporting.<br />
<br />
* Kickback now happens after cue-time is complete, and after all shots in the salvo have been fired.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Adjusted the upper-left "Main Menu" label on the "after loading a file slot" screen to match the position of the "File Select" label on the previous screen.<br />
** Thanks to kingisaaclinksr for reporting.<br />
<br />
* Removed support for "periodic movement modes" because, though spec'd out and implemented in some detail during development, they were never actually used in the released game and are generally very buggy. Whatever we might want to do using these could instead probably work via movement controlling bullet patterns, etc.<br />
<br />
* Now that folks have had a chance to get used to the weird test-chamber button order of "[Cancel] [OK] [BLANK] [Wiki]", we're switching it to the more reasonable but now strange "[Wiki] [Blank] [Cancel] [Okay]".<br />
** Thanks to ptarth for suggesting.<br />
<br />
* New main weapon Smart Gun added.<br />
<br />
* Two new varieties of Bulldog and Bullrush added.<br />
<br />
* Added Banshee performance improving flag.<br />
<br />
* Changed any "ammo" references when referring to energy weapons to "energy".<br />
<br />
* Weight Optimization reworked to modify enemy movement speeds.<br />
** Thanks to Discotech and logorouge for reporting.<br />
<br />
* Added two more Arcoris variations.<br />
<br />
* Tweaked some of the guns. Fixed a missing Cluster Launcher mech gun image.<br />
** Thanks to Goldenwolf for the feedback!<br />
<br />
* Improved the Nanite Leeches to have more presence. It now fires 8 homing leeches.<br />
<br />
== Version 1.016 ==<br />
(Released March 8th, 2016)<br />
<br />
* More SFX work. New Incinerator, Twin Machineguns, Precision Railgun, Splitfire Cannon, Venomous Stinger, Riot Suppressor, NarcoStinger, BoomerangNeedler,TorpedoCannon, Deleter,HolyFire, HunterKiller, GravityCannon, Corona and Detonating Rose explosion SFX. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Improved handling of ricochets to avoid cases where shots just disappear on hitting a wall.<br />
** Thanks to ptarth for extensive testing and feedback on this.<br />
<br />
* Turned the Hornet Nest SFX volume down a bit. Also did the same for the Guardian Gun, Fragment Cannon, Cluster Launcher, Phaser and the Translocator.<br />
** Thanks to Krysle Quinsen, Econael, and Crolley for the feedback!<br />
<br />
* Fixed a bug where your familiars could auto-target bouncing mine emitters, which are invisible and can't be hit anyway.<br />
** Thanks to Pepisolo and Solar Marine for reporting.<br />
<br />
* Fixed a bug where familiar-based weapons couldn't harm wake-on-shot enemies (like facerippers) at all, even after the enemy was awake.<br />
** Thanks to crazyroosterman, Cinth, and Pepisolo for reporting.<br />
<br />
* Increased Guardian Blaster width. Tweaked Raincannon colour. Tweaked Suppressor shot size and colour. Improved the Grapeshot. Now fires a burst of shots. It's now a limited ammo, but high power weapon. Tweaked Precision Railgun. Improved the Splitfire Cannon. Also improved Narcotics Stinger.<br />
<br />
* Overhauled Venomous Stinger. It now infects enemies, and infected enemies explode into a pool of venomous sludge upon death.<br />
<br />
* Made it very unlikely to slide through a one-way tile next to a wall by running into the wall.<br />
** Thanks to Pepisolo and ptarth for reporting.<br />
<br />
* Put in some code to hopefully prevent some issues with loading sounds in some cases.<br />
** Thanks to Econael, Amitiel, and samnainocard for reporting.<br />
<br />
* Some mapgen-related error messages are now silent log entries because there's already recovery mechanisms in place to make sure the player gets a fully formed dungeon.<br />
** Thanks to TuxedoBra for reporting.<br />
<br />
* Changed various items from "add/subtract missiles/energy/whatever at a massive rate for a very short period of time" behavior to simply adding/subtracting a large amount, so that the effect would show up immediately even when you're playing RedShift and time isn't normally passing.<br />
** Notably, the missile refill effect from Arms Race.<br />
** Thanks to Solar Marine, Cinth, ventifer, and ptarth for reporting.<br />
<br />
*Added new attribute to xml schema for bullet node: initial_angle_is_absolute (bool)<br />
**makes the initial angle of the bullet not be relative either to the angle from the firing entity to the target entity or to the rotation of the firing entity<br />
**Thanks to ptarth for suggesting.<br />
<br />
* Redid Reaper Hard mode, Misery mode version also added, but this may need something a bit extra.<br />
<br />
* Fixed a bug where EntityModifierType.DoubleItemGainChance (used by "Major Coinage" and "Wishing For More Wishes") was working for all item types, not just the one specified.<br />
** Thanks to Solar Marine and ptarth for reporting.<br />
<br />
* Added new FamiliarType: PtarthianOrbit<br />
** Behaves like SimpleCircleOrbit, but doesn't try to automatically space out the familiars in a ring. 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 />
** Thanks to ptarth for inspiring this change.<br />
<br />
* Added new sub-node type for entity nodes: familiar<br />
** Basically this is like adding something to the end of the "familiars" list that's already there, but allows you to set some additional info.<br />
** Attributes:<br />
***type (entity)<br />
****the actual familiar type, same as if you'd put it in the "familiars" list<br />
***minimum_difficulty (DifficultyType), maximum_difficulty (DifficultyType)<br />
****the lowest and highest difficulty where this entry will be considered (default: always consider)<br />
***chance_out_of_100 (int)<br />
****if this is set, and set to a value less than 100, each time it considers spawning this familiar it only has this % chance of actually doing so<br />
***radius (int)<br />
****only meaningful with PtarthianOrbit, sets the radius of the circular orbit<br />
***starting_angle (float)<br />
****only meaningful with PtarthianOrbit, sets the starting position on the circular orbit, in terms of degrees around the circle<br />
***rotation_reversed (bool)<br />
****only meaningful with PtarthianOrbit (works for SimpleCircleOrbit, but is weird there), if set this makes the familiar rotate in the other direction than it would normally<br />
***override_degrees_per_second (float)<br />
****only meaningful with PtarthianOrbit (works for SimpleCircleOrbit, but is weird there), if set this overrides the speed of the orbit (which is normally based on the familiar's speed); you can use negative values instead of the rotation_reversed flag if desired<br />
***suppress_line_of_sight_check (bool)<br />
****only meaningful with PtarthianOrbit, SimpleCircleOrbit, and NormalOrbit, if set this causes the familiar to skip the normal "don't fly through walls" logic<br />
*****if you know the familiar will always be in an open space where it doesn't need to check this, or if you want it to fly through walls, this flag helps lower the CPU cost of the familiar because it's not having to do LOS checks every frame<br />
<br />
* Made the Repulsive Hornet Mine available for seeding in the game, as it was the only starting Mech secondary not to be available. Regular Hornet Mine no longer seeds as Repulsive Hornet Mine is just a much better version.<br />
<br />
* Now when you use a teleporter, instead of doing a full refresh on your familiars it just relocates the normal-ship-behavior familiars to you (the other types always orbit you anyway).<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* New shot graphic for Flamethrower type systems.<br />
<br />
== Version 1.015 ==<br />
(Released February 25th, 2016)<br />
<br />
* New Enemy Aegis added. 4 variations<br />
** Thanks to community member Hearteater for creating these!<br />
<br />
* Correct icon added for the Masochism consumable.<br />
** Thanks to ScrObot for reporting!<br />
<br />
*Orbital familiar hijinks have been sorted out. They'll fight fairly for now.<br />
** Thanks to everyone who reported for reporting!<br />
<br />
* Entities with ship_category="RandomFloatingChunksOfStuff" (i.e. antigravitate blockade shards) can no longer proc health-on-kill or item-on-kill modifiers.<br />
** Thanks to Ayrix and dfinlay for reporting.<br />
<br />
* Fixed a bug where the "kill final boss with all mechs" achievement (and similar one for super-final boss) considered the tutorial mech as in that group.<br />
** Thanks to pmkenny1234 for reporting.<br />
<br />
* Fixed a bug where progress on the "kill final boss with all mechs" achievement (and similar one for super-final boss) was not being tracked properly.<br />
** Note: if you've gotten a kill-final/superfinal-boss-with-specific-mech achievement, and you load an old save, it will update the progress tracking for these kill-with-all achievements.<br />
** Thanks to pmkenny1234 for reporting.<br />
<br />
* Starting work on the SFX overhaul (which will take a long time to complete, bit by bit). New Banshee, Anangu, Energy Shield Module, TurboBlaster, Translocator, Railgun, PhaserGun,SplinterCannon,HornetNest,GrenadeLauncher,ClusterLauncher,PoisonedKnife,GuardianGun SFX added. Thanks to Goldenwolf for helping me with this!<br />
<br />
* 14 more new rooms added.<br />
** Thanks to community member Reath for creating these!<br />
<br />
* A few of the weedier enemies in CMP_EnemyShips have been set to not seed later in the game. Facerippers, for example, seem too weak to be seeding on later floors.<br />
<br />
* Set the few reticule based items to not seed until they are overhauled as they don't work very well on joypad.<br />
<br />
* Lots of tweaks to the main gun upgrades. More main gun upgrade tweaks.<br />
<br />
* Overhauled the Disruptor energy weapon, including new SFX. It is now a shorter range spread shot that disrupts enemy movement and fire rate. The longer you hold the burst, the stronger the disruption.<br />
<br />
* Viper Difficulty Reduction<br />
** Slowed Homing Shots<br />
** Decreased Homing Shot Homing Range<br />
** Changed color patterns so that Red, BurningRed, and Purple are only on homing shots.Red Snakes = Bad Snakes!<br />
** Added Egg shot to produce the Snake Shots (previously was invisible)<br />
** Added do_not_do_rest_of_logic_on_early_death to egg shot. Kill the egg, and the baby snake dies.<br />
<br />
== Version 1.014 ==<br />
(Released February 19th, 2016)<br />
<br />
* Flame tank mech has had it's main weapon rebalanced a bit<br />
<br />
* Blade Module is now found only in the secret room, instead of the sacrifice room<br />
<br />
* Tactical Nuke now does 650 damage and a guaranteed crit<br />
<br />
* Basic Drone now costs 90 credits instead of 20<br />
<br />
* STG-4377 damage has been lowered, and it's spread has been widened, and it no longer has infinite range<br />
<br />
* Big Leaky Battery's energy drain effect is now slightly faster<br />
<br />
* MajorCoinage now has a 40% chance of activating instead of 100%<br />
<br />
* Charger's attack range has been reduced<br />
<br />
* Labyrinth's chaser shot no longer dies on contact with the player<br />
<br />
* Missiles now explode on the very first shot they hit (they should be better at deflection now)<br />
<br />
* Combat Shield's energy cost slightly reduced<br />
<br />
* Multiple exploits have been negated in the fight with Terminus<br />
** The teleporters in the room are now one-way, and you cannot wake the boss with bullets from that location, or even damage it from there; you must step out of the teleporter to wake it<br />
** In addition, Terminus is now completely invincible as long as either of it's two guardians are in the room. If you try to skip them by running through them to the teleporters, you'll permanently trap yourself in an unwinnable state. No cheating, now...<br />
<br />
* Glassbreaker's sacrifice cost reduced by 1<br />
<br />
* Incineration module damage increased to 100<br />
** It also has a damage cap though, which is also 100<br />
<br />
* Consumable "Code: Overdrive" has had it's effective duration doubled<br />
<br />
* Battalion enemy now does not spawn until floor 6<br />
<br />
* The Corrosive Drone shots were intercepting other shots making it super OP. Fixed this so that they no longer intercept other shots.<br />
** Thanks for Pardinuz for reporting!<br />
<br />
* Escape now closes the Credits window.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Now switching between a secret room and a room with door-closing enemies does not restore your shields.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
* Magnetic shot drift no longer happens in shop rooms, to avoid accidents with the shopkeeper.<br />
** Thanks to ventifer for reporting.<br />
<br />
* Three varieties of new enemy Blademorph added. Thanks to community member Zharmad for creating these!<br />
<br />
* Updated the repulsive hornet mine to a more high res shot image. Also did the same for the grenade launcher and gravity cannon shot. Added variant colour flea guard shots.<br />
<br />
* Tweaked phase 1 Invader health and revenge spawner fire rate.<br />
<br />
* Deadly Viper enemy recategorized as a Fearsome_7x7<br />
<br />
* Shred Guardians recategorized as Wanderer_3x3<br />
<br />
* Reactive Blast Module is now the Reactive Shock Module<br />
** Instead of creating an explosion, it now creates a short range shockwave to clear bullets around the player<br />
** It now also can appear in the Defensive Shop, with a credit cost of 65<br />
<br />
* Added two more varieties of Krill Spitter<br />
<br />
* Labyrinth's chaser shot can no longer be cancelled<br />
<br />
* Enemy orbital familiars no longer render before you fully enter the room, since their orbiting offsets aren't set up until after you enter and that led to them rendering in weird places.<br />
** Thanks to dfinlay, Misery, ptarth, and dumpsterKEEPER for reporting.<br />
<br />
* Fixed some annoying cosmetic things with Reaper. Fixed it so that the Hunter nets bounce off walls more reliably.<br />
<br />
* Overhauled the Narcotics Drone to be more desirable. It now attacks of its own accord and its debuffs occur more frequently.<br />
<br />
* Tweaked Narcotics Drone description. Reduced the Corrosive Drone Size.<br />
<br />
* Added a description to the Masochism probation.<br />
** Thanks to ScrObot for reporting and Cinth for coming up with the description.<br />
<br />
* Fixed the Keyprentice and Keymaster perks.<br />
** Fix provided by Cinth! Thanks!<br />
<br />
* Added new drone Kamikaze Minibot. Available from all good retailers. -- Note, Kamikaze Drone had to be pulled due to a bug. If you still want to try it out, remove is_not_ready_to_seed="true" from the Kamikaze Minibot xml in Dayton_PowerUps.xml. It currently has issues going through teleporters. Sorry!<br />
<br />
* Corrupting Power Incredibility no long kills players on pick-up.<br />
** Also fixed the issue with Corrupting Power not dropping if you picked up another incredibility.<br />
** Thanks to dfinlay for the report.<br />
<br />
* Changed the room BGS_KickingTheHive so that there is less backtracking needed.<br />
** Thanks to Reath for reporting!<br />
<br />
* Reduced the Drone size across the board a little.<br />
<br />
* New Drone Autocannon Minibot added.<br />
<br />
* Fixed the issue with the Sacrifice shops. No more unexpected deaths from this source!<br />
<br />
* Fixed the broken Energy Shield module. A little more work is needed before it's completely polished, though.<br />
<br />
== Version 1.013 ==<br />
(Released February 10th, 2016)<br />
<br />
* Added 14 new rooms courtesy of community member Reath. Thanks, Reath!<br />
<br />
* New entity attribute:<br />
** pick_up_even_if_wastes_resources (bool)<br />
*** if set, this item can be picked up even if it grants health/items that the player can't benefit from because they're at max<br />
*** useful if that health/item grant is just a secondary effect and you want the primary effect to always be available<br />
** Thanks to Cinth for inspiring this change.<br />
<br />
* Now when you take a shield hit you glow blue instead of red.<br />
** Thanks to nas1m for suggesting.<br />
<br />
* Now if there's both enemies and a power generator in the room, simply defeating the enemies will open the doors but will not cause the room to be considered "won" (which is what defines the normal trap-shutdown behavior, etc).<br />
** Thanks to Enrymion and Misery for suggesting.<br />
<br />
* Viper enemy code has been improved, and modified to have better performance. Thanks, Ptarth for creating these changes!<br />
<br />
* MetalGrinder now comes with an extra sneaky attack. Thanks for creating the changes Ptarth!<br />
<br />
* New Enemy, Krill Spitter added courtesy of community member Ayrix. Thanks for creating the enemy Ayrix!<br />
<br />
* Added EffectType.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 />
** it's now used instead of InventoryChangePerSecond for those cases<br />
** Thanks to Maurog, Danjuro, zharmad, and LaGrange for inspiring this change.<br />
<br />
* The cheap item shop rooms no longer contain glass shootables, but instead now have caltrops in those places. This way you don't accidentally shoot the shopkeeper, but it's also a visual clue as to the type of shop (each type of shop has its own little object sort as a visual clue).<br />
** Thanks to Cinth for suggesting.<br />
<br />
*Risky Assassin no longer kills you when you pick it up with hull damage.<br />
*Risky Assassin now also will remember where your Max HP is so if you decide to swap it out later, you aren't stuck with 1/1 HP.<br />
** Thanks to Cinth for creating this fix!<br />
<br />
* Tweaked Bullet Drone, and overhauled Corrosive Drone to be more desirable.<br />
<br />
* Changed the misleading description of the Berserker level up perk.<br />
** Thanks to Whiskeh and Cinth for reporting.<br />
<br />
* Fixed a bug where there were very, very few bosses that could actually seed on floor 6, and some simply couldn't seed at all (being restricted to floor 7, which always has... something else), and others could only seed if you'd satisfied certain conditions. This led to no boss room on floor 6. A clever trick on part of the game, but we're nerfing that strategy.<br />
** Thanks to Samichama, zharmad, zekafonss, Cinth, and others for reporting.<br />
<br />
* Put in some extra checks in mapgen to prevent giving you floors with no boss rooms.<br />
** This won't fix old runs, since the mapgen for all the floors in that run is already done there. But future runs will benefit from this.<br />
** Thanks to Samichama, zharmad, zekafonss, Cinth, and others for reporting.<br />
<br />
* Halved the lifespan of the Shred Guardian blades so that they don't overstay their welcome.<br />
** Thanks to Discotech for the feedback!<br />
<br />
* Overhauled Tag Team drone. It now pathfinds to the player so it doesn't get stuck, and its shots don't obscure your vision as much as it used to. It's easier to use as a DPS booster now.<br />
<br />
* Added new enemy Anangu Initiate and variant Anangu Warrior. Thanks, Zharmad for creating these enemies!<br />
<br />
* Added Hard Mode system for Reaper.<br />
<br />
* Started looking through the secondary weapons systems for missing sound effects (and adding some if missing, of course). Also tweaked a few shot images, one was using excessive scaling so swapped it for a higher resolution image. (note to self: I'm up to Grapeshot in the item pickup xml)<br />
<br />
* Updated the Abmoog Shield enemy to not look like the ram, which might be confusing for the player. Thanks for creating the change, Ptarth!<br />
<br />
* Added a confirm-popup when starting a tutorial while you have an active non-tutorial run going in the same file (as it overwrites that active run).<br />
** Thanks to Kevin Tang for inspiring this change.<br />
<br />
* Now when you buy a health-cost item it increases the cost of future health-cost items during that run by 2. Stacks.<br />
<br />
* Now when zamboni-behavior enemies (like the blind lady enemies) are nudged by a one-way-arrow tile they treat it as a wall collision and so should reverse direction, etc.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Now when you gain max health via shard pickups it will give you a big central screen message to that effect (once you're out of battle, same as when you level up)<br />
** Thanks to Moonshine Fox for suggesting.<br />
<br />
* Now when you pick up health/missiles/health-shards/keycards/credits there's a little floating text near you to that effect.<br />
** XP was already being announced in a similar way near either the thing killed (if you gained the XP that way) or near you (if it's from an XP pickup or a deposit box).<br />
** Thanks to Moonshine Fox for suggesting.<br />
<br />
* Gain-health-on-kill and gain-item-on-kill modifiers no longer proc when killing enemy familiars and stuff from enemy spawners.<br />
** Thanks to Cloud51023 for reporting.<br />
<br />
* Invader Boss upgraded to version 4.0! The boss now has multiple stages, and has been improved for all difficulties. Thanks, Ptarth for creating the changes!<br />
<br />
* The in-game credits now properly thank the alpha testers, the community contributors, and note Erik as being involved in the game design.<br />
<br />
*Beast Mode: Reduced to 20% attack power. It was previously 40% attack power.<br />
<br />
*Anger Protocol: Reduced to 20% attack power. It was previously 25% attack power.<br />
<br />
*Large and in Charge: Reduced to 20% attack power. It previously was 25% attack power.<br />
<br />
*Changed flags on Harmony and Rocket Man to not show up with other power-ups in the pause menu. Probation items display their status on the primary screen and this was causing confusion.<br />
** Thanks to LaGrange for the report and Cinth for the fixes!<br />
<br />
* The obstacle lasers are now more enthusiastic about doing their job, in terms of hit detection and frequency of checking, so that even if you sprint across them you will be much more likely to take damage.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Both versions of the Mirror boss are now more dangerous and more tanky, and now have their own unique Hard Mode patterns.<br />
<br />
* Fixed a bug where gamepad/keyboard aiming of melee primary weapons didn't really work because it wasn't using the mouse version's rule of "always act like it has at least 30 range for angle computations".<br />
** Thanks to Cinth for reporting.<br />
<br />
* Improved the responsiveness of gamepad/keyboard firing to aim in the direction specified even for the first shot (which previously tended to go towards wherever you were facing before pressing the button).<br />
<br />
== Version 1.012 ==<br />
(Released February 2nd, 2016)<br />
<br />
* Got rid of the diagonal wall smoothing from the prior version. Two or three days of working on that and it's just not tenable.<br />
** Thanks to Cinth and ghoti221 for reporting.<br />
<br />
== Version 1.011 ==<br />
(Released February 2nd, 2016)<br />
<br />
* New enemies, Viper, Vicious Viper, and Deadly Viper integrated. Vicious starts seeding on floor 3. Deadly starts seeding on floor 5.<br />
** Thanks to Ptarth for creating these enemies!<br />
<br />
* Player collision with angled walls is now a lot smoother.<br />
<br />
* Starward Rogue has now been migrated to Unity 5.3.2, up from version 4.7 just a week or so ago. We are moving to Unity 5 with our next project, and thus we finally had a reason compelling enough to upgrade our unity 3D licenses. With that it thus made sense to also get Starward Rogue on the very latest and greatest.<br />
** Overall this doesn't make a whole lot of difference to the game itself, to be honest. But it may have some slightly better compatibility on linux and osx.<br />
<br />
* One new benefit of being on unity 5 is that the game now is able to lock the cursor to the window when you are playing in windowed mode or on fullscreen in multiple monitors. This unfortunately only works on linux and windows for some reason (this is the stated support level in unity 3d), and on windows it's still possible to grab the title bar and the other resize bar bits. But it's still vastly better than before.<br />
** We have it set so that it doesn't lock your cursor until it detects a keypress inside the game itself, and it disables itself if you open the menu or hit the cancel button.<br />
<br />
* The hitboxes for all the mechs are now half as large as they were before. This is more in line with most SHMUPs and Isaac and a number of other games, and allows for more precision play.<br />
<br />
* Updated the Demesne enemy substantially in order to make it both use higher-performance shot logic as well as not use so incredibly many shots. It was definitely a big drain on performance in any room it was in.<br />
<br />
* A completely new variant of Shred Guardian has been added, plus some balance fixes for the other variants.<br />
** Thanks to Ptarth for creating the new variant and providing the balance tweaks!<br />
<br />
* Added a new settings option to the extras tab:<br />
** Debug: Check XML Validity<br />
*** If this is on, then when XML files are read in it will check to see if there are any attributes that refer to nonexistent features. These generally indicate typos or other xml errors. This doubles the amount of time it takes to parse the xml, though, so it's off by default (it's still fast either way).<br />
** This solves some minor performance issues introduced in version 1.010 when this was added. However it's not related to the overall larger hitching.<br />
** A bug relating to this has also now been fixed that was wasting about 50MB of RAM, and this bug may have been the cause of the overall hitching we started seeing in 1.010.<br />
<br />
== Version 1.010 ==<br />
(Released January 30th, 2016)<br />
<br />
* The way that the completion percentage is calculated has been massively updated to now include your perfections against bosses, your wins with incredibilities, and so on.<br />
<br />
* The full 7-floor runs now unlock after 3 runs rather than 10.<br />
** We originally did it as 10 because another popular game in the genre does that. But lately we've been getting frustrated at how long it takes before players are even able to see that awesome content that comes after beating The Warden three times. For a youtuber or a twitch streamer it's really quite a time investment to even consider it.<br />
** Thanks to dfinlay for giving us the kick in the pants to actually make the shift, though. :)<br />
<br />
* Fixed a scripting mistake on Cheapskate.<br />
** Thanks to sherpajack for reporting.<br />
<br />
* Added an attribute to entity nodes: frequency_in_enemy_seeding (int, default 100)<br />
** this is actually an alias to frequency_in_item_pools, which now also impacts normal enemy seeding frequencies, but this name would make more sense in the xml for enemies<br />
<br />
* Fixed a bug where the "win run having held incredibility X since Floor 1" achievements weren't working because they were requiring you to pick the item up on Floor Zero... um, yea, sorry.<br />
** Thanks to Soupinator for reporting.<br />
<br />
* Fixed a bug where the statistics window wouldn't respond to the Cancel or OpenMenu keybinds, and thus couldn't be closed via controller.<br />
** Thanks to Reath for reporting.<br />
<br />
* Now if you somehow get stuck completely outside the room's boundary rectangle it will gradually bump you into it, to avoid it being a bricked run.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Fixed a bug where in the rare cases that floor generation just couldn't come up with something after a hundred tries, you could get a partial run generated but not the whole thing. Now in those cases it just rerolls the whole dungeon, and keeps jolly well doing so until it finishes one properly.<br />
<br />
* Fixed a bug where floorgen would sometimes allow mismatched door connections, which could leave you stuck in a wall if you went through one. Now it throws those floors back.<br />
<br />
* Now when you use a mysterious circuit you didn't know about yet it displays a message in the upper-left with the name and description of the now-known circuit.<br />
<br />
* Setting a bullet pattern loop's iterations to zero just has it never execute its body now, instead of acting like iterations="1".<br />
** Thanks to ptarth for suggesting.<br />
<br />
* Halved the frequency at which Tiny Transport seeds.<br />
* Further reduced the frequency at which Tiny Transport seeds. They should be pretty rare now. Slightly reduced the amount of drops each one can give. Credit Tiny Transport now drops 3 credits per drop in order to balance the usefulness of its drops compared to the other two varieties of ship.<br />
** Thanks to Dfindlay and Amitiel for the feedback.<br />
<br />
* Now when the game is loading xml content, it checks afterward to see if there's any data (specifically, attributes) it didn't use, and if it finds any it fusses in a short message in the upper-right message log and dumps the details to UnrequestedXMLAttributes.txt<br />
** Bear in mind that the message log doesn't show on the title screen, but does show on the file select screen.<br />
** Thanks to ptarth, zharmad, Misery, and many others for inspiring this change.<br />
<br />
* The text shown near the top for active probations has been cleaned up to not have stray zeroes and weird descriptions and so on.<br />
<br />
* Some updates have been made to the input handling to fix an issue where the custom dead zones were apparently not being properly applied to the left and right thumbsticks in all cases, particularly on linux -- but in general possibly on most cases where xinput is not being used.<br />
** Thanks to HerrGnatz and PoloBaquerizoH for reporting.<br />
<br />
* Added a new Shred Guardian courtesy of community member ptarth.<br />
<br />
* Fat Bullets is now Precision Ammo - Bullets are 25% smaller but also deal 20% more damage.<br />
<br />
* Enormous Bullets is now Contaminated Ammo - Bullets poison enemies for 50 damage over 2 seconds.<br />
<br />
== Version 1.009 ==<br />
(Released January 28th, 2016)<br />
<br />
* Expanded the new "does not block sight even though it blocks pathing" thing to a bunch more room features; the enemies may not actually be able to _hit_ you while you're hiding behind that laser emitter, but they can try. And have a much better chance than if you were actually behind a solid wall.<br />
<br />
* Added new attribute to the bullet pattern "loop" node: take_pants_off_head (bool)<br />
** This suppresses, for this loop tag, the longstanding (all the way back to TLF) bug where on iterations after the first it would often skip the first action in the loop.<br />
** For the less sarcastic content contributors, you can use an alias for this new attribute: suppress_loop_bug<br />
** This defaults to false because many of the existing loop tags would cause infinite-loop behavior if the bug were fixed for them.<br />
** Thanks to ptarth, Misery, and others for reporting.<br />
<br />
* Added stats for how many runs until you unlock 7-floor runs, and for which incredibilities you've won a run while holding.<br />
<br />
* Energized Glass Hull is now disabled (likely to be removed unless it it re-worked). <br />
** New Incredibility - Corrupting Power : Gain a high amount of max energy and you will regenerate energy over time... but at what cost? ;)<br />
<br />
* A new "metal grinder" deadly pursuer enemy has been added to the game.<br />
** Credit to community member ptarth for yet another awesome creation.<br />
<br />
* A new "Tiny Transport" enemy has been added to the game.<br />
** Tiny Transport. These are kind of like the health and potion gnomes from Golden Axe; the more hits you can get in on them before they explode, the more drops you get.<br />
<br />
* A number of OSX controller incompatibilities (and linux ones as well) should now be solved. We had not noticed that were were a preponderance of preprocessor compiler directives in the InControl code, rather than using Application.platform. Given we compile on windows, this created a problem. We've shifted everything over to be compile-computer-agnostic, so presumably those issues (they were actually missing bindings) should be fixed.<br />
** Please do let us know if this doesn't do it, though. We haven't actually had a chance to test it out in the situations that were an issue before. It's been a... trying... day.<br />
** Thanks to Sounds, Sounds of Silence, beatnikbedlam, lessster, and RuySan for reporting.<br />
<br />
== Version 1.008 ==<br />
(Released January 27th, 2016)<br />
<br />
* Kill tracking for multi-stage entities now only happens when the final stage dies, and it tracks under the first stage's name.<br />
** This avoids a problem where you got "credit" for killing a boss when you'd only killed the first stage, even if you then died before winning the fight.<br />
** Thanks to Danjuro for inspiring this change.<br />
<br />
* Fixed a bug where the difficulty of the tutorial was being set according to the last run of the test chamber (which is basically just for devs and modders), and since the tutorial is the first thing that runs when you start a new file it could result in all your new files being set to Misery difficulty without you realizing it.<br />
** This may have only impacted a certain developer who was wondering why he was suddenly so bad at this game.<br />
<br />
* The game is now way more aggressive about using different room scripts for rooms of the same general type, until it runs out of "new" ones and then it just starts over.<br />
<br />
* The energy bar in the lower-left now shows your actual current and max amount of energy.<br />
** Thanks to Ljas for suggesting.<br />
<br />
* Now any inventory item type (missiles, energy, etc) that has a maximum cannot have that maximum modified below 1. Otherwise when it hit zero it just becomes "no max" and doesn't work right.<br />
** Thanks to Nargasse for reporting.<br />
<br />
* The minimap now doesn't show icons for missiles or credits left in a room if you're at max capacity for those items.<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Fixed a bug where weapons with shots_per_salvo > 1 and placed in a system offset would not properly offset the secondary shots.<br />
** Thanks to ptarth for reporting.<br />
<br />
* There's now a short "Victory!" display after you win a run, followed by a fade to black, rather than dumping you straight to the menu when the last floor boss dies.<br />
** You are invincible during this time.<br />
** Thanks to Ljas and zharmad for inspiring this change<br />
<br />
* Keyprentice is now on level 3 instead of level 9, and it now only gives you 5 keys instead of 10.<br />
** Keymaster is now on level 8 instead of level 10, and now only gives you 20 keys instead of 50.<br />
** Thanks to zharmad for suggesting.<br />
<br />
* When we updated the game to the new version of Unity, apparently it switched our fullscreen mode into windowed borderless instead of true fullscreen mode, which performs worse. It now runs in true fullscreen mode again.<br />
** Thanks to Soupinator for reporting.<br />
** Also thanks to his workaround for v1.007: "Current workaround: use -force-opengl in the command line, since fullscreen is only broken in the Direct3D renderer, but this makes the graphics a bit fuzzy."<br />
<br />
* In an effort to make sure you actually see the various items we worked so hard to make, and to make getting loot more exciting:<br />
** Your base chance to get loot after winning a room is the same, but each time you fail the roll it goes up for next time until it succeeds.<br />
** When room-win loot would give you a consumable item (as opposed to a minor item), at various intervals it will instead give you a main-weapon, energy-weapon, or power-up item. Those intervals are randomized but controlled to ensure some rate of each.<br />
** When seeding from many of the significant item pools, the game's now fairly aggressive about not seeding the same thing more than once when there are still things that haven't been seeded. When it runs out of choices under this rule it starts over for that (group of) pools.<br />
** When you open an unlocked chest, you have a small chance of getting loot from the locked-chest pool. If this roll fails the chance goes up for next time until it succeeds.<br />
** The game is now much more aggressive at making sure it seeds all of the available reward/shop rooms before it goes back to ones it's already seeded in that run.<br />
** Thanks to Misery, Wingflier, evilution, zharmad, Matruchus, and others for inspiring these changes.<br />
<br />
* The max-health reduction from losing a condemned room or from buying an item with health are now applied after the difficulty-based health multipliers, so they don't cause greater-than-expected losses on lower difficulties.<br />
** Thanks to Jacic for reporting.<br />
<br />
* XP yield from depositing credits at a console is now multiplied by floor number, as with other XP gain.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Added a button to the test chamber screen that tries to open the Starward Rogue wiki in your browser.<br />
<br />
* Now when you have the steam overlay active, the game pauses in the same way as when the escape menu is open.<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Now when a room script is flipped on either the x axis or the y axis (but not both), any entities with passive_rotation_speed in the room act as if that value's sign were flipped.<br />
** Thanks to Tornis and Pepisolo for reporting.<br />
<br />
* The visuals for caltrops and floating debris have been updated to be a lot more visible, since some folks were having trouble seeing them.<br />
<br />
* The normal enemy health bar is now at the top where the boss health bar is (if both are shown, the non-boss one goes lower).<br />
** This also means the normal enemy health bar doesn't block other tooltip info from showing, and vice versa.<br />
** Thanks to Castruccio and zharmad for inspiring this change.<br />
<br />
* Brute now only grants a 10% bonus to attack power, not a 20% bonus. That was getting to be a bit overpowered.<br />
<br />
* The costs of items in the health sacrifice shops are now much more substantial, since the overall amounts of health players have these days is a lot higher and thus these were way too cheap to get.<br />
** Anything that cost 3 before now costs 7, things that cost 2 before now cost 5, and things that cost 1 before now cost 3.<br />
<br />
* Sideshot no longer seeds until you are two floors down.<br />
** Thanks to nas1m for reporting.<br />
<br />
* The term "reload time" has uniformly been changed to be "fire rate." Before both terms were used, which was confusing.<br />
** Thanks to Tornis for suggesting.<br />
<br />
* In recent builds, Terror Bubbles were just sitting there on Normal difficulty and down, because they had no weapons on those difficulties. Fixed!<br />
** Thanks to Cinth and Nova225 for reporting.<br />
<br />
* The impassable glass blocks that you can shoot through now no longer block line of sight.<br />
** Note: this won't help with rooms you've already entered, because the data is set up when the block is spawned.<br />
** Thanks to crazyroosterman and Misery for reporting.<br />
<br />
* Now if you've picked up an incredibility, and you pick up another, the first is dropped on the ground.<br />
** Thanks to Misery for suggesting.<br />
<br />
* The fire left by your mech when you have a hotrod system is now much larger, thus looking more interesting.<br />
<br />
* The game now uses a scaled radial dead zone of 0.25 for all analog input thumbsticks, which means that they should all "just work" now.<br />
** This is the same as they had prior to us moving to the more recent InControl asset, which was using 0.2 instead and was using an inferior algorithm.<br />
** This in particular should patch up the XBox 360 controllers that are a little worn. If any of them still have trouble, then there are now sliders inside the main Game tab of the settings window that allow you to adjust these to the needs of your particular controller.<br />
** Thanks to [ES.GR] Ziltoid Le Muet (Cpl), Sounds, lessster, Invader Xom, Rhakyr, Castruccio, beatnikbedlam, and Apathetic for reporting.<br />
<br />
== Version 1.007 ==<br />
(Released January 26th, 2016)<br />
<br />
* Fixed a bug where bouncing mines had a different damage type (Ballistic) than stationary mines (Explosive), and thus stuff that gave immunity to explosive damage didn't protect you from bouncing mines.<br />
** Thanks to waylon531 for reporting.<br />
<br />
* Now when you press E to level up, if there are any more of those big central screen messages still showing they're cleared so they don't get in the way of the level up display.<br />
** Thanks to Moonshine Fox for inspiring this change.<br />
<br />
* Made the glass pots no longer shootable by enemies.<br />
<br />
* There will no longer ever be more than one Sideshot seeded per room, thanks to a new never_seed_more_than_one_per_room flag on it.<br />
** This flag is ignored on Misery difficulty, so you can run into really brutal groups of enemies there still.<br />
** Thanks to nas1m for suggesting.<br />
<br />
* The game now properly uses aliases for some of the common center-gamepad buttons so that they all map the same way across gamepads. Aka the Menu button on the XBox One controller is the same as Start on the 360. And the View button on the XB1 is the same as the Back on the 360. That way you don't have to change your default mappings around to get those to work. Start and Select also map to those, respectively, for usage on PS3 controllers and similar.<br />
** In the past this was set up for the 360, but with the prior version we inadvertently set this up for the XB1 so that the 360 then required a remapping to a control icon that looked identical. No longer!<br />
<br />
* In windows, the game now uses XInput rather than the default wrappered unity input. This fixes a few lingering issues with the triggers on the xbox one controller in windows only (they were fine in other OSes as of last version).<br />
<br />
* The game now allows you to back out of most windows using the menu button as well as the cancel button. This has been requested for a while, actually, and isn't related to the new input interface.<br />
<br />
* Fixed up the way that the hitting escape/B/cancel to get out of the game at the main menu was not working properly in the prior version.<br />
<br />
* Fixed a number of bugs relating to the virtual gamepad cursor in the escape menu selecting the wrong thing.<br />
<br />
== Version 1.006 ==<br />
(Released January 26th, 2016)<br />
<br />
* Added new toggle to extras tab of settings window: Always Use OS Cursor<br />
** If this is on, the game never uses the gamepad "virtual cursor" even if the gamepad is in use.<br />
** Thanks to Saphirahk and nas1m for inspiring this change.<br />
<br />
* Now if the revealed minimap is so big that it overruns its borders on the escape menu, it is scaled down to at least roughly fit within it.<br />
** Thanks to Tolc for reporting.<br />
<br />
* New "Gemini siblings" enemies from community member zharmad!<br />
<br />
* Fixed a bug where shopkeeper kills were not checked for achievements because it never did the room-win logic for shops.<br />
** Thanks to Matruchus for reporting.<br />
<br />
* Fixed a bug where one of the three code-branches that checks for waking the shopkeeper was checking the thing doing the damage rather than the shopkeeper for the waking-immunity to stuff not directly fired by the player.<br />
** Thanks to Reinhark, Cinth, and Matruchus for reporting.<br />
<br />
* Fixed a null exception that could occur shortly after loading a save.<br />
** Thanks to Danjuro for reporting.<br />
<br />
* Changed the logic of using keycards to unlock all doors in the room on the other side, rather than just the door facing you.<br />
** Otherwise a shop/item-room/etc that was locked could take two keys to get "through" to the other side, and if there was literally only one available and that was between you and the boss, well...<br />
** Also changed mapgen logic so that the next-to-start item room which often spawns cannot be locked, as that can cut off other areas of the map.<br />
** Thanks to SourKiwi for reporting.<br />
<br />
* Fixed a bug where the cryofreeze and other aoe effects would try to affect invincible stuff like caltrops.<br />
** In the case of cryofreeze, this could mean a lot of unnecessary sound effects.<br />
** Thanks to dumpsterKEEPER for reporting.<br />
<br />
* Fixed a bug where the "if you destroy a health shard block in a room adjacent to an unknown secret room, reveal that secret room instead of spawning the health shard" logic was instead checking for _known_ secret rooms. Cute.<br />
** Also, now when you enter a room bordering an unknown secret room, and the room you're entering has no heath-shard blocks (that normally reveal the secret when you blow them up, if there is one to reveal), it tries to convert a normal bombable block to one of those.<br />
*** If it fails to do that, it just reveals the secret room(s).<br />
** Thanks to nas1m, Watashiwa, and many others for reporting the frustration with secret rooms not being revealed.<br />
<br />
* Now when the game is seeding pickups that go in your main gun, energy, missile, or attachment slots it will never pick what you've already got equipped at the time of the seeding.<br />
** Thanks to TheVampire100 for inspiring this change.<br />
<br />
* New enemy "Demesne" added<br />
** This is another "Fearsome" type of foe... be careful around this guy!<br />
<br />
* Fixed a potential null exception bug when starting up the game.<br />
** Thanks to mrhanman for reporting.<br />
<br />
* Backfire now always uses BOTH of it's phases instead of randomly skipping to the second one.<br />
** It also now has more HP in both phases<br />
<br />
* Now the game tracks when you pick up multiples of the same powerup (for instance, level up perks that may be picked multiple times) and displays x2, x3, etc to show that.<br />
** This won't show that for powerups picked up multiple times in older saves because it wasn't tracked.<br />
** Thanks to Kevin Feederline, FroBrodine, and waylon531 for suggesting.<br />
<br />
* Fixed an issue accidentally introduced in version 1.005 where you could only pick up perks of each type one time, which would lead to blank perk selection screens on later levels.<br />
** Thanks to Reinhark for reporting.<br />
<br />
* ItemGainChanceOnEnemyKill and ItemGainOnEnemyKill modifiers now only proc against Ship entities; so not shots or obstacles.<br />
** Thanks to nas1m for reporting.<br />
<br />
=== Keyboard / Gamepad Controls Updates ===<br />
<br />
* Updated the game engine to Unity 4.7 instead of 4.6.7.<br />
** We generally try to avoid doing engine updates unless there are benefits or bugfixes that actually impact us. Past experience has taught us that new engine bugs appear unannounced, and we prefer to avoid those when possible by staying on known-stable versions until we need to not.<br />
** That said, this new version seems to be stable, and also is required in order to support the new InControl plugin.<br />
<br />
* We have completely gutted the underlying gamepad support and rebuilt it from the ground up with the InControl asset store plugin as the underlying basis for it.<br />
** This solves the XBox One controller compatibility issues, as well as making default bindings for the playstation 4 controller and many other main controllers now automatically kick into place.<br />
<br />
* The "Fire Up" and "Fire Up (Alt)" keybinds (and their down, left, and right counterparts) now cause your energy and missile weapons to target that direction too, even if normally they would target the mouse cursor.<br />
** Thanks to dfinlay for inspiring this change.<br />
<br />
* There is a new Debug: Show Gamepad Raw Inputs option in the extras tab of the settings menu.<br />
** If this is on, then any detected raw input from your gamepads will be shown on the left side of the screen. Useful for debugging but not much else.<br />
<br />
* The confirm popup now supports gamepad left-right (on either the dpad or the analog stick) to switch between the buttons, and the execute button to simulate a click on the highlighted button.<br />
** Thanks to Cyprene for inspiring this change.<br />
<br />
* Note: these changes have caused us to need to reset all of the existing key bindings to their defaults. If you had custom mappings you will need to remap those. Apologies!<br />
<br />
== Version 1.005 ==<br />
(Released January 25th, 2016)<br />
<br />
* Now when you use the in-game delete function on a file slot, it actually replaces that file with a very small file (just containing the text "deleted") which the game treats as an empty slot.<br />
** This way, steam cloud will not "helpfully" immediately repopulate the save file.<br />
** Thanks to ProfessorPaul1290 for reporting.<br />
<br />
* Now if you get a corrupt save message you have the option (again, removed late in alpha) to keep or delete.<br />
** If you delete, it actually copies it to a backup location and overwrites the slot with a small file that the game will treat as empty but the steam cloud will not automatically copy back over.<br />
<br />
* The perk screen now continues showing the previous HUD (for stat info).<br />
** Thanks to robdon for suggesting.<br />
<br />
* The knockback_resistance stat now also applies to weapon kickback.<br />
<br />
* The RedShift mech now has full immunity to both kickback and knockback.<br />
** Thanks to Apathetic for inspiring this change.<br />
<br />
* set disappears_if_room_left to true on the antigravitate blockage shards<br />
** Thanks to Apathetic for inspiring this change.<br />
<br />
* The boss "Backfire" is now active!<br />
** This has been completely redone from the ground up from what it used to be in the alpha. Be ready to deal with it's minions!<br />
<br />
* The Warden no longer falls asleep during phase 4 of it's attack<br />
<br />
* Fixed a bug where the recently added "missiles destroy shootables without them morphing into their more-damaged states" logic was causing the pathfinding-block on shootable-A and shootable-B objects to not be cleared when they died (because it was only being cleared when the C stage died, and that was being skipped).<br />
<br />
* Fixed a bug where OnRoomSwitch effects could fire when switching from an old run to a new run.<br />
<br />
* Fixed a bug where OnRoomSwitch effects that reduced hull health on the player would not actually do any damage due to the "invincible until leaves the doorway" logic.<br />
<br />
* The Medical Emergency pickup now only does its damage when you enter a room for the first time, not every time you switch rooms.<br />
** Thanks to The Hunter for inspiring this change.<br />
<br />
* The Impatience level-up perk now won't show up on the perk menu if you are already on the last floor of the run.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* The minimap icon for major item rooms and health storage rooms now disappears if you've entered the room and there are no pickups on the floor.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Fixed a bug with QuadEE/ZMC_GlassPipes. It was possible to get a Pearl trapped inside of Glass Unbreakable blocks, which made it not shoot or be killable, making the room unexitable.<br />
<br />
* Pearls now wake on being shot.<br />
** Thanks to Apathetic, Cinth, Paladinlord10, and Watashiwa for reporting.<br />
<br />
== Version 1.004 ==<br />
(Released January 23rd, 2016)<br />
<br />
* The minimap on the escape menu now has mouseover tooltips on the individual rooms.<br />
** The tooltip also lists any items on the ground in that room, if you've been there before.<br />
<br />
* Fixed a bug where a familiar that was supposed to only be for that room would respawn if you spawned it, left before it died, and deployed another familiar.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Put in further logic to prevent shopkeepers from being aggroed (or damaged) from sleep by anything other than a player-directed shot.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Fixed a bug where chests and other animated "special objects" spawned after room completion were not having their animators set up and thus were invisible (until opened, in the chest case).<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Enemy Spawners now explode when the room is cleared.<br />
** Thanks to ptarth for inspiring this change.<br />
<br />
* The width of columns on the Statistics screen has been broadened to accommodate some of the item names being longer than they were when that screen was set up.<br />
** This also prevents the close button from overlapping the next page button.<br />
** Thanks to robdon for reporting.<br />
<br />
* Added a "Fire Main Gun" key bind, replacing the hardcoded "hold down left mouse to fire main gun" logic.<br />
** Thanks to Cyborg for suggesting.<br />
<br />
* Fixed a bug where the 5-familiar achievement was counting some familiars twice (or after they died).<br />
** Thanks to Apathetic for the report and save.<br />
<br />
* Fixed a bug where occasionally a direct-fire shot would be fired as if it were "leading" the target.<br />
** Thanks to Misery for reporting.<br />
<br />
* Fixed a bug where the logic for resetting your position after dying in the tutorial was not reopening the doors, and thus causing you to be stuck there on the threshold of the door, if you entered through one.<br />
** Thanks to Arnos for reporting.<br />
<br />
* The game is now set to internally use the en-US format, so that hopefully those using other languages on the linux platform won't have to use the workaround of launching the game with the LC_ALL=C %command% or LANG=en_US %command launch option on.<br />
** Thanks to lessster for reporting.<br />
<br />
* Now the boss intro only has the boss go halfway across the screen, and then scale up to dominate the screen before fading out.<br />
** Thanks to Omgaar for inspiring this change.<br />
<br />
* The default Steam controller recommendation should is now 'Gamepad' instead of "Gamepad with high precision camera/aiming"<br />
** Thanks to death2cupbots for reporting.<br />
<br />
== Version 1.003 ==<br />
(Released January 22nd, 2016)<br />
<br />
* Fixed a rather serious bug in the last version that was causing the player to not be able to move upon entering rooms. Err... yeah, not sure how that slipped past us. Real sorry about that. We are very tired and clearly should not be making major changes right now. Thanks for understanding!<br />
** Thanks to Isaac, Cyprene, waylon531, Apathetic, and tupelocase for reporting.<br />
<br />
* The banshee now is more aggressive with its counterattacks again. Not so much as pre-1.0, but still a lot more than in 1.0.<br />
<br />
== Version 1.002 ==<br />
(Released January 22nd, 2016)<br />
<br />
* Fixed a bug where you could fire your weapons during just-entered-room invincibility.<br />
** Thanks to Moonshine Fox and others for reporting.<br />
<br />
* The text list of powerups at the bottom right of the escape menu is now a row/grid of icons with mouseovers for the names/descriptions.<br />
** Thanks to Apathetic and donblas for inspiring this change.<br />
<br />
* A new music track has been composed for the game! FTB 629<br />
<br />
== Version 1.001 ==<br />
(Released January 22nd, 2016)<br />
* The game will no longer seed secret rooms "from" shop, item, miniboss, secret, starting, or condemned rooms to avoid doors that look like they go to nowhere, or cannot be revealed.<br />
<br />
* Fixed a longstanding bug where secret rooms were requiring a 2x2 free space on the grid instead of 1x1.<br />
<br />
* Extended the destroy-enemy-shots-on-room-clear logic to continue clearing enemy shots from the room afterward instead of just once, as there are a few things that can continue to emit shots.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Updated the changelog to point to this new page.<br />
<br />
* Fixed up a mouse input issue that was a recent consequence of a perhaps-foolish major fix to some really unusual gamepads last night, which then broke mouse support for some folks with trackpads. The new system should work for everyone, as it is more unified and gets rid of some of the legacy input code that has been weighing down the button clicking for some time now.<br />
** Basically unity has an "input" way of handling clicks and such, and a "gui" way of doing it. We used to do a hybrid of both. Now it's all the "input" type, which is better for a lot of reasons.<br />
** Thanks to nas1m for reporting.<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Early Alpha Release Notes]]<br />
<br />
.<br />
<br />
.<br />
<br />
[[Starward_Rogue:Main|Starward Rogue Main Page]]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Post-1.0_Release_Notes&diff=28152Starward Rogue:Post-1.0 Release Notes2016-04-30T19:00:23Z<p>Zogheen: Removed protection from "Starward Rogue:Post-1.0 Release Notes"</p>
<hr />
<div>== Version 1.019 ==<br />
(This isn't done yet, we're still working on it.)<br />
<br />
* New Hotrod SFX, and a added particle effect.<br />
<br />
* Upped Miniboss HP, 10% across the board.<br />
<br />
* Miniboss Tri has been significantly improved, including Hard, and Misery mode versions.<br />
<br />
* Fixed the Nanite Leeches not appearing in the GUI, once picked up.<br />
** Thanks to logorouge for reporting!<br />
<br />
* More new SFX for Crystal Mother, Spiders, Amberbarrage, Crossclaw, and RearBurstTurret. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Changed the Redshift Mech starting secondary to the Precision Railgun.<br />
<br />
* Updated the Reaper's Misery mode version.<br />
<br />
== Version 1.018 ==<br />
(Released March 28th, 2016)<br />
<br />
* Fixed a bug where homing weapons (especially ones with a homing delay) could wind up homing on the invisible bouncing mine emitters.<br />
** Thanks to Pepisolo for reporting.<br />
<br />
* Fixed a few problems with the FamiliarFollower logic that was making it rubber-band back and forth between the player and the enemy, etc.<br />
** Thanks to Pepisolo and ptarth for reporting.<br />
<br />
* Fixed a bug where a system with homing and a bullet pattern would allow the homing to work on the initial firing (it was correctly not trying to home after that; bullet patterns override homing until the pattern expires).<br />
** Thanks to Pepisolo for reporting.<br />
<br />
* Tweaked the following consumables: One Way Barricade (shot change), Tactical EMP (tweaks), Ricochet Circuit(now last for a whole floor), Stim Pack(now last for a room), Overheating System(tweaks and now last for a room), Overloading Circuit (duration increased to 30 seconds), Energy Boost Circuit (now plus 20 energy), Siphoning Circuit (new you lose 20 energy), Supernova (larger AOE on explosion, needs more work, though), Ludicrous Speed Circuit(made the speed increase more ludicrous), Carnage (upped duration to 15 seconds), AllTheRockets(increased duration to 30 seconds), ShieldsDown (increased duration to 30 seconds),Code Annihilate(slight damage increase),Code_Overdrive(increased duration to 15 seconds),Code_Defend (now last for a room), SignalTriangulator(This now reveals the boss room rather than teleporting you straight there), Beaming Probe and Incinerator Probe (tweaked to be more useful), OrbitingBattleStation (now fires multiple shots), all consumable sentries now block shots but they have limited health.<br />
<br />
* New consumable item Wormhole Journey added.<br />
<br />
* New consumable item Anomaly Detector added.<br />
<br />
* Changed Autocannon Minibot to a use the FamiliarFollower (pathfinding) behavior.<br />
<br />
* New BullRush,BullDog, and Battleswarm SFX. New Spine Ballista SFX. Fixed Pressure Shotgun audio typo. Thanks to Goldenwolf for helping me with this!<br />
<br />
== Version 1.017 ==<br />
(Released March 17th, 2016)<br />
<br />
* PathfindingAttacker enemies now update their paths more frequently.<br />
** Thanks to Pepisolo and ptarth for suggesting.<br />
<br />
* Tweaked the Riot Suppressor for performance and balance. Shots no longer pierce walls. Slight damage decrease.<br />
<br />
* Improved the Hunter Killer weapon.<br />
<br />
* Overhauled the SerratedSpineLauncher. It now causes toxic bleeding.<br />
<br />
* Overhauled Purifying Nova. It's a lot more visually satisfying now, and also clears enemy shots.<br />
<br />
* More SFX work. New Fencing Needle and Caliburn SFX. Added new Paragon, Reaper, Bastille, Arcoris, Hunter and Tri SFX. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Fixed a bug where not setting modifiers_applied_to_nearby_entities_max_simultaneous_affected (thus leaving it at the default of zero) would cause NearbyEnemies modifiers to never be applied to anything. Now the default functions as "no limit".<br />
** Thanks to ptarth for reporting.<br />
<br />
* Added to system:<br />
**deflected_shots_inherit_speed (bool)<br />
***only meaningful if deflects_shots is true, makes affected shots go the same speed as the shot deflecting them<br />
**deflected_shots_inherit_angle (bool)<br />
***only meaningful if deflects_shots is true, changes the angle of affected shots to match the shot deflecting them<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* Preliminary Hard and Misery mode Hunters added, although more work is needed. More Hunter tweaks.<br />
<br />
* Fixed some missing SFX caused by typos.<br />
<br />
* Glass walls and disrupted regenerating walls no longer cause shot-spawn to be offset from them, since the shots can pass through them anyway.<br />
** Thanks to samnainocard and Pepisolo for reporting.<br />
<br />
* On system, added:<br />
**shot_homing_delay (float)<br />
***if set, the shot won't start homing until this many seconds after spawning<br />
***only meaningful when combined with shot_homing_range<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* Fixed a bug where cue_time > 0 would prevent shots_per_salvo > 1 from having any impact (it would just fire one shot).<br />
** Thanks to ptarth for reporting.<br />
<br />
* Kickback now happens after cue-time is complete, and after all shots in the salvo have been fired.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Adjusted the upper-left "Main Menu" label on the "after loading a file slot" screen to match the position of the "File Select" label on the previous screen.<br />
** Thanks to kingisaaclinksr for reporting.<br />
<br />
* Removed support for "periodic movement modes" because, though spec'd out and implemented in some detail during development, they were never actually used in the released game and are generally very buggy. Whatever we might want to do using these could instead probably work via movement controlling bullet patterns, etc.<br />
<br />
* Now that folks have had a chance to get used to the weird test-chamber button order of "[Cancel] [OK] [BLANK] [Wiki]", we're switching it to the more reasonable but now strange "[Wiki] [Blank] [Cancel] [Okay]".<br />
** Thanks to ptarth for suggesting.<br />
<br />
* New main weapon Smart Gun added.<br />
<br />
* Two new varieties of Bulldog and Bullrush added.<br />
<br />
* Added Banshee performance improving flag.<br />
<br />
* Changed any "ammo" references when referring to energy weapons to "energy".<br />
<br />
* Weight Optimization reworked to modify enemy movement speeds.<br />
** Thanks to Discotech and logorouge for reporting.<br />
<br />
* Added two more Arcoris variations.<br />
<br />
* Tweaked some of the guns. Fixed a missing Cluster Launcher mech gun image.<br />
** Thanks to Goldenwolf for the feedback!<br />
<br />
* Improved the Nanite Leeches to have more presence. It now fires 8 homing leeches.<br />
<br />
== Version 1.016 ==<br />
(Released March 8th, 2016)<br />
<br />
* More SFX work. New Incinerator, Twin Machineguns, Precision Railgun, Splitfire Cannon, Venomous Stinger, Riot Suppressor, NarcoStinger, BoomerangNeedler,TorpedoCannon, Deleter,HolyFire, HunterKiller, GravityCannon, Corona and Detonating Rose explosion SFX. Thanks to Goldenwolf for helping me with this!<br />
<br />
* Improved handling of ricochets to avoid cases where shots just disappear on hitting a wall.<br />
** Thanks to ptarth for extensive testing and feedback on this.<br />
<br />
* Turned the Hornet Nest SFX volume down a bit. Also did the same for the Guardian Gun, Fragment Cannon, Cluster Launcher, Phaser and the Translocator.<br />
** Thanks to Krysle Quinsen, Econael, and Crolley for the feedback!<br />
<br />
* Fixed a bug where your familiars could auto-target bouncing mine emitters, which are invisible and can't be hit anyway.<br />
** Thanks to Pepisolo and Solar Marine for reporting.<br />
<br />
* Fixed a bug where familiar-based weapons couldn't harm wake-on-shot enemies (like facerippers) at all, even after the enemy was awake.<br />
** Thanks to crazyroosterman, Cinth, and Pepisolo for reporting.<br />
<br />
* Increased Guardian Blaster width. Tweaked Raincannon colour. Tweaked Suppressor shot size and colour. Improved the Grapeshot. Now fires a burst of shots. It's now a limited ammo, but high power weapon. Tweaked Precision Railgun. Improved the Splitfire Cannon. Also improved Narcotics Stinger.<br />
<br />
* Overhauled Venomous Stinger. It now infects enemies, and infected enemies explode into a pool of venomous sludge upon death.<br />
<br />
* Made it very unlikely to slide through a one-way tile next to a wall by running into the wall.<br />
** Thanks to Pepisolo and ptarth for reporting.<br />
<br />
* Put in some code to hopefully prevent some issues with loading sounds in some cases.<br />
** Thanks to Econael, Amitiel, and samnainocard for reporting.<br />
<br />
* Some mapgen-related error messages are now silent log entries because there's already recovery mechanisms in place to make sure the player gets a fully formed dungeon.<br />
** Thanks to TuxedoBra for reporting.<br />
<br />
* Changed various items from "add/subtract missiles/energy/whatever at a massive rate for a very short period of time" behavior to simply adding/subtracting a large amount, so that the effect would show up immediately even when you're playing RedShift and time isn't normally passing.<br />
** Notably, the missile refill effect from Arms Race.<br />
** Thanks to Solar Marine, Cinth, ventifer, and ptarth for reporting.<br />
<br />
*Added new attribute to xml schema for bullet node: initial_angle_is_absolute (bool)<br />
**makes the initial angle of the bullet not be relative either to the angle from the firing entity to the target entity or to the rotation of the firing entity<br />
**Thanks to ptarth for suggesting.<br />
<br />
* Redid Reaper Hard mode, Misery mode version also added, but this may need something a bit extra.<br />
<br />
* Fixed a bug where EntityModifierType.DoubleItemGainChance (used by "Major Coinage" and "Wishing For More Wishes") was working for all item types, not just the one specified.<br />
** Thanks to Solar Marine and ptarth for reporting.<br />
<br />
* Added new FamiliarType: PtarthianOrbit<br />
** Behaves like SimpleCircleOrbit, but doesn't try to automatically space out the familiars in a ring. 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 />
** Thanks to ptarth for inspiring this change.<br />
<br />
* Added new sub-node type for entity nodes: familiar<br />
** Basically this is like adding something to the end of the "familiars" list that's already there, but allows you to set some additional info.<br />
** Attributes:<br />
***type (entity)<br />
****the actual familiar type, same as if you'd put it in the "familiars" list<br />
***minimum_difficulty (DifficultyType), maximum_difficulty (DifficultyType)<br />
****the lowest and highest difficulty where this entry will be considered (default: always consider)<br />
***chance_out_of_100 (int)<br />
****if this is set, and set to a value less than 100, each time it considers spawning this familiar it only has this % chance of actually doing so<br />
***radius (int)<br />
****only meaningful with PtarthianOrbit, sets the radius of the circular orbit<br />
***starting_angle (float)<br />
****only meaningful with PtarthianOrbit, sets the starting position on the circular orbit, in terms of degrees around the circle<br />
***rotation_reversed (bool)<br />
****only meaningful with PtarthianOrbit (works for SimpleCircleOrbit, but is weird there), if set this makes the familiar rotate in the other direction than it would normally<br />
***override_degrees_per_second (float)<br />
****only meaningful with PtarthianOrbit (works for SimpleCircleOrbit, but is weird there), if set this overrides the speed of the orbit (which is normally based on the familiar's speed); you can use negative values instead of the rotation_reversed flag if desired<br />
***suppress_line_of_sight_check (bool)<br />
****only meaningful with PtarthianOrbit, SimpleCircleOrbit, and NormalOrbit, if set this causes the familiar to skip the normal "don't fly through walls" logic<br />
*****if you know the familiar will always be in an open space where it doesn't need to check this, or if you want it to fly through walls, this flag helps lower the CPU cost of the familiar because it's not having to do LOS checks every frame<br />
<br />
* Made the Repulsive Hornet Mine available for seeding in the game, as it was the only starting Mech secondary not to be available. Regular Hornet Mine no longer seeds as Repulsive Hornet Mine is just a much better version.<br />
<br />
* Now when you use a teleporter, instead of doing a full refresh on your familiars it just relocates the normal-ship-behavior familiars to you (the other types always orbit you anyway).<br />
** Thanks to Pepisolo for suggesting.<br />
<br />
* New shot graphic for Flamethrower type systems.<br />
<br />
== Version 1.015 ==<br />
(Released February 25th, 2016)<br />
<br />
* New Enemy Aegis added. 4 variations<br />
** Thanks to community member Hearteater for creating these!<br />
<br />
* Correct icon added for the Masochism consumable.<br />
** Thanks to ScrObot for reporting!<br />
<br />
*Orbital familiar hijinks have been sorted out. They'll fight fairly for now.<br />
** Thanks to everyone who reported for reporting!<br />
<br />
* Entities with ship_category="RandomFloatingChunksOfStuff" (i.e. antigravitate blockade shards) can no longer proc health-on-kill or item-on-kill modifiers.<br />
** Thanks to Ayrix and dfinlay for reporting.<br />
<br />
* Fixed a bug where the "kill final boss with all mechs" achievement (and similar one for super-final boss) considered the tutorial mech as in that group.<br />
** Thanks to pmkenny1234 for reporting.<br />
<br />
* Fixed a bug where progress on the "kill final boss with all mechs" achievement (and similar one for super-final boss) was not being tracked properly.<br />
** Note: if you've gotten a kill-final/superfinal-boss-with-specific-mech achievement, and you load an old save, it will update the progress tracking for these kill-with-all achievements.<br />
** Thanks to pmkenny1234 for reporting.<br />
<br />
* Starting work on the SFX overhaul (which will take a long time to complete, bit by bit). New Banshee, Anangu, Energy Shield Module, TurboBlaster, Translocator, Railgun, PhaserGun,SplinterCannon,HornetNest,GrenadeLauncher,ClusterLauncher,PoisonedKnife,GuardianGun SFX added. Thanks to Goldenwolf for helping me with this!<br />
<br />
* 14 more new rooms added.<br />
** Thanks to community member Reath for creating these!<br />
<br />
* A few of the weedier enemies in CMP_EnemyShips have been set to not seed later in the game. Facerippers, for example, seem too weak to be seeding on later floors.<br />
<br />
* Set the few reticule based items to not seed until they are overhauled as they don't work very well on joypad.<br />
<br />
* Lots of tweaks to the main gun upgrades. More main gun upgrade tweaks.<br />
<br />
* Overhauled the Disruptor energy weapon, including new SFX. It is now a shorter range spread shot that disrupts enemy movement and fire rate. The longer you hold the burst, the stronger the disruption.<br />
<br />
* Viper Difficulty Reduction<br />
** Slowed Homing Shots<br />
** Decreased Homing Shot Homing Range<br />
** Changed color patterns so that Red, BurningRed, and Purple are only on homing shots.Red Snakes = Bad Snakes!<br />
** Added Egg shot to produce the Snake Shots (previously was invisible)<br />
** Added do_not_do_rest_of_logic_on_early_death to egg shot. Kill the egg, and the baby snake dies.<br />
<br />
== Version 1.014 ==<br />
(Released February 19th, 2016)<br />
<br />
* Flame tank mech has had it's main weapon rebalanced a bit<br />
<br />
* Blade Module is now found only in the secret room, instead of the sacrifice room<br />
<br />
* Tactical Nuke now does 650 damage and a guaranteed crit<br />
<br />
* Basic Drone now costs 90 credits instead of 20<br />
<br />
* STG-4377 damage has been lowered, and it's spread has been widened, and it no longer has infinite range<br />
<br />
* Big Leaky Battery's energy drain effect is now slightly faster<br />
<br />
* MajorCoinage now has a 40% chance of activating instead of 100%<br />
<br />
* Charger's attack range has been reduced<br />
<br />
* Labyrinth's chaser shot no longer dies on contact with the player<br />
<br />
* Missiles now explode on the very first shot they hit (they should be better at deflection now)<br />
<br />
* Combat Shield's energy cost slightly reduced<br />
<br />
* Multiple exploits have been negated in the fight with Terminus<br />
** The teleporters in the room are now one-way, and you cannot wake the boss with bullets from that location, or even damage it from there; you must step out of the teleporter to wake it<br />
** In addition, Terminus is now completely invincible as long as either of it's two guardians are in the room. If you try to skip them by running through them to the teleporters, you'll permanently trap yourself in an unwinnable state. No cheating, now...<br />
<br />
* Glassbreaker's sacrifice cost reduced by 1<br />
<br />
* Incineration module damage increased to 100<br />
** It also has a damage cap though, which is also 100<br />
<br />
* Consumable "Code: Overdrive" has had it's effective duration doubled<br />
<br />
* Battalion enemy now does not spawn until floor 6<br />
<br />
* The Corrosive Drone shots were intercepting other shots making it super OP. Fixed this so that they no longer intercept other shots.<br />
** Thanks for Pardinuz for reporting!<br />
<br />
* Escape now closes the Credits window.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Now switching between a secret room and a room with door-closing enemies does not restore your shields.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
* Magnetic shot drift no longer happens in shop rooms, to avoid accidents with the shopkeeper.<br />
** Thanks to ventifer for reporting.<br />
<br />
* Three varieties of new enemy Blademorph added. Thanks to community member Zharmad for creating these!<br />
<br />
* Updated the repulsive hornet mine to a more high res shot image. Also did the same for the grenade launcher and gravity cannon shot. Added variant colour flea guard shots.<br />
<br />
* Tweaked phase 1 Invader health and revenge spawner fire rate.<br />
<br />
* Deadly Viper enemy recategorized as a Fearsome_7x7<br />
<br />
* Shred Guardians recategorized as Wanderer_3x3<br />
<br />
* Reactive Blast Module is now the Reactive Shock Module<br />
** Instead of creating an explosion, it now creates a short range shockwave to clear bullets around the player<br />
** It now also can appear in the Defensive Shop, with a credit cost of 65<br />
<br />
* Added two more varieties of Krill Spitter<br />
<br />
* Labyrinth's chaser shot can no longer be cancelled<br />
<br />
* Enemy orbital familiars no longer render before you fully enter the room, since their orbiting offsets aren't set up until after you enter and that led to them rendering in weird places.<br />
** Thanks to dfinlay, Misery, ptarth, and dumpsterKEEPER for reporting.<br />
<br />
* Fixed some annoying cosmetic things with Reaper. Fixed it so that the Hunter nets bounce off walls more reliably.<br />
<br />
* Overhauled the Narcotics Drone to be more desirable. It now attacks of its own accord and its debuffs occur more frequently.<br />
<br />
* Tweaked Narcotics Drone description. Reduced the Corrosive Drone Size.<br />
<br />
* Added a description to the Masochism probation.<br />
** Thanks to ScrObot for reporting and Cinth for coming up with the description.<br />
<br />
* Fixed the Keyprentice and Keymaster perks.<br />
** Fix provided by Cinth! Thanks!<br />
<br />
* Added new drone Kamikaze Minibot. Available from all good retailers. -- Note, Kamikaze Drone had to be pulled due to a bug. If you still want to try it out, remove is_not_ready_to_seed="true" from the Kamikaze Minibot xml in Dayton_PowerUps.xml. It currently has issues going through teleporters. Sorry!<br />
<br />
* Corrupting Power Incredibility no long kills players on pick-up.<br />
** Also fixed the issue with Corrupting Power not dropping if you picked up another incredibility.<br />
** Thanks to dfinlay for the report.<br />
<br />
* Changed the room BGS_KickingTheHive so that there is less backtracking needed.<br />
** Thanks to Reath for reporting!<br />
<br />
* Reduced the Drone size across the board a little.<br />
<br />
* New Drone Autocannon Minibot added.<br />
<br />
* Fixed the issue with the Sacrifice shops. No more unexpected deaths from this source!<br />
<br />
* Fixed the broken Energy Shield module. A little more work is needed before it's completely polished, though.<br />
<br />
== Version 1.013 ==<br />
(Released February 10th, 2016)<br />
<br />
* Added 14 new rooms courtesy of community member Reath. Thanks, Reath!<br />
<br />
* New entity attribute:<br />
** pick_up_even_if_wastes_resources (bool)<br />
*** if set, this item can be picked up even if it grants health/items that the player can't benefit from because they're at max<br />
*** useful if that health/item grant is just a secondary effect and you want the primary effect to always be available<br />
** Thanks to Cinth for inspiring this change.<br />
<br />
* Now when you take a shield hit you glow blue instead of red.<br />
** Thanks to nas1m for suggesting.<br />
<br />
* Now if there's both enemies and a power generator in the room, simply defeating the enemies will open the doors but will not cause the room to be considered "won" (which is what defines the normal trap-shutdown behavior, etc).<br />
** Thanks to Enrymion and Misery for suggesting.<br />
<br />
* Viper enemy code has been improved, and modified to have better performance. Thanks, Ptarth for creating these changes!<br />
<br />
* MetalGrinder now comes with an extra sneaky attack. Thanks for creating the changes Ptarth!<br />
<br />
* New Enemy, Krill Spitter added courtesy of community member Ayrix. Thanks for creating the enemy Ayrix!<br />
<br />
* Added EffectType.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 />
** it's now used instead of InventoryChangePerSecond for those cases<br />
** Thanks to Maurog, Danjuro, zharmad, and LaGrange for inspiring this change.<br />
<br />
* The cheap item shop rooms no longer contain glass shootables, but instead now have caltrops in those places. This way you don't accidentally shoot the shopkeeper, but it's also a visual clue as to the type of shop (each type of shop has its own little object sort as a visual clue).<br />
** Thanks to Cinth for suggesting.<br />
<br />
*Risky Assassin no longer kills you when you pick it up with hull damage.<br />
*Risky Assassin now also will remember where your Max HP is so if you decide to swap it out later, you aren't stuck with 1/1 HP.<br />
** Thanks to Cinth for creating this fix!<br />
<br />
* Tweaked Bullet Drone, and overhauled Corrosive Drone to be more desirable.<br />
<br />
* Changed the misleading description of the Berserker level up perk.<br />
** Thanks to Whiskeh and Cinth for reporting.<br />
<br />
* Fixed a bug where there were very, very few bosses that could actually seed on floor 6, and some simply couldn't seed at all (being restricted to floor 7, which always has... something else), and others could only seed if you'd satisfied certain conditions. This led to no boss room on floor 6. A clever trick on part of the game, but we're nerfing that strategy.<br />
** Thanks to Samichama, zharmad, zekafonss, Cinth, and others for reporting.<br />
<br />
* Put in some extra checks in mapgen to prevent giving you floors with no boss rooms.<br />
** This won't fix old runs, since the mapgen for all the floors in that run is already done there. But future runs will benefit from this.<br />
** Thanks to Samichama, zharmad, zekafonss, Cinth, and others for reporting.<br />
<br />
* Halved the lifespan of the Shred Guardian blades so that they don't overstay their welcome.<br />
** Thanks to Discotech for the feedback!<br />
<br />
* Overhauled Tag Team drone. It now pathfinds to the player so it doesn't get stuck, and its shots don't obscure your vision as much as it used to. It's easier to use as a DPS booster now.<br />
<br />
* Added new enemy Anangu Initiate and variant Anangu Warrior. Thanks, Zharmad for creating these enemies!<br />
<br />
* Added Hard Mode system for Reaper.<br />
<br />
* Started looking through the secondary weapons systems for missing sound effects (and adding some if missing, of course). Also tweaked a few shot images, one was using excessive scaling so swapped it for a higher resolution image. (note to self: I'm up to Grapeshot in the item pickup xml)<br />
<br />
* Updated the Abmoog Shield enemy to not look like the ram, which might be confusing for the player. Thanks for creating the change, Ptarth!<br />
<br />
* Added a confirm-popup when starting a tutorial while you have an active non-tutorial run going in the same file (as it overwrites that active run).<br />
** Thanks to Kevin Tang for inspiring this change.<br />
<br />
* Now when you buy a health-cost item it increases the cost of future health-cost items during that run by 2. Stacks.<br />
<br />
* Now when zamboni-behavior enemies (like the blind lady enemies) are nudged by a one-way-arrow tile they treat it as a wall collision and so should reverse direction, etc.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Now when you gain max health via shard pickups it will give you a big central screen message to that effect (once you're out of battle, same as when you level up)<br />
** Thanks to Moonshine Fox for suggesting.<br />
<br />
* Now when you pick up health/missiles/health-shards/keycards/credits there's a little floating text near you to that effect.<br />
** XP was already being announced in a similar way near either the thing killed (if you gained the XP that way) or near you (if it's from an XP pickup or a deposit box).<br />
** Thanks to Moonshine Fox for suggesting.<br />
<br />
* Gain-health-on-kill and gain-item-on-kill modifiers no longer proc when killing enemy familiars and stuff from enemy spawners.<br />
** Thanks to Cloud51023 for reporting.<br />
<br />
* Invader Boss upgraded to version 4.0! The boss now has multiple stages, and has been improved for all difficulties. Thanks, Ptarth for creating the changes!<br />
<br />
* The in-game credits now properly thank the alpha testers, the community contributors, and note Erik as being involved in the game design.<br />
<br />
*Beast Mode: Reduced to 20% attack power. It was previously 40% attack power.<br />
<br />
*Anger Protocol: Reduced to 20% attack power. It was previously 25% attack power.<br />
<br />
*Large and in Charge: Reduced to 20% attack power. It previously was 25% attack power.<br />
<br />
*Changed flags on Harmony and Rocket Man to not show up with other power-ups in the pause menu. Probation items display their status on the primary screen and this was causing confusion.<br />
** Thanks to LaGrange for the report and Cinth for the fixes!<br />
<br />
* The obstacle lasers are now more enthusiastic about doing their job, in terms of hit detection and frequency of checking, so that even if you sprint across them you will be much more likely to take damage.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Both versions of the Mirror boss are now more dangerous and more tanky, and now have their own unique Hard Mode patterns.<br />
<br />
* Fixed a bug where gamepad/keyboard aiming of melee primary weapons didn't really work because it wasn't using the mouse version's rule of "always act like it has at least 30 range for angle computations".<br />
** Thanks to Cinth for reporting.<br />
<br />
* Improved the responsiveness of gamepad/keyboard firing to aim in the direction specified even for the first shot (which previously tended to go towards wherever you were facing before pressing the button).<br />
<br />
== Version 1.012 ==<br />
(Released February 2nd, 2016)<br />
<br />
* Got rid of the diagonal wall smoothing from the prior version. Two or three days of working on that and it's just not tenable.<br />
** Thanks to Cinth and ghoti221 for reporting.<br />
<br />
== Version 1.011 ==<br />
(Released February 2nd, 2016)<br />
<br />
* New enemies, Viper, Vicious Viper, and Deadly Viper integrated. Vicious starts seeding on floor 3. Deadly starts seeding on floor 5.<br />
** Thanks to Ptarth for creating these enemies!<br />
<br />
* Player collision with angled walls is now a lot smoother.<br />
<br />
* Starward Rogue has now been migrated to Unity 5.3.2, up from version 4.7 just a week or so ago. We are moving to Unity 5 with our next project, and thus we finally had a reason compelling enough to upgrade our unity 3D licenses. With that it thus made sense to also get Starward Rogue on the very latest and greatest.<br />
** Overall this doesn't make a whole lot of difference to the game itself, to be honest. But it may have some slightly better compatibility on linux and osx.<br />
<br />
* One new benefit of being on unity 5 is that the game now is able to lock the cursor to the window when you are playing in windowed mode or on fullscreen in multiple monitors. This unfortunately only works on linux and windows for some reason (this is the stated support level in unity 3d), and on windows it's still possible to grab the title bar and the other resize bar bits. But it's still vastly better than before.<br />
** We have it set so that it doesn't lock your cursor until it detects a keypress inside the game itself, and it disables itself if you open the menu or hit the cancel button.<br />
<br />
* The hitboxes for all the mechs are now half as large as they were before. This is more in line with most SHMUPs and Isaac and a number of other games, and allows for more precision play.<br />
<br />
* Updated the Demesne enemy substantially in order to make it both use higher-performance shot logic as well as not use so incredibly many shots. It was definitely a big drain on performance in any room it was in.<br />
<br />
* A completely new variant of Shred Guardian has been added, plus some balance fixes for the other variants.<br />
** Thanks to Ptarth for creating the new variant and providing the balance tweaks!<br />
<br />
* Added a new settings option to the extras tab:<br />
** Debug: Check XML Validity<br />
*** If this is on, then when XML files are read in it will check to see if there are any attributes that refer to nonexistent features. These generally indicate typos or other xml errors. This doubles the amount of time it takes to parse the xml, though, so it's off by default (it's still fast either way).<br />
** This solves some minor performance issues introduced in version 1.010 when this was added. However it's not related to the overall larger hitching.<br />
** A bug relating to this has also now been fixed that was wasting about 50MB of RAM, and this bug may have been the cause of the overall hitching we started seeing in 1.010.<br />
<br />
== Version 1.010 ==<br />
(Released January 30th, 2016)<br />
<br />
* The way that the completion percentage is calculated has been massively updated to now include your perfections against bosses, your wins with incredibilities, and so on.<br />
<br />
* The full 7-floor runs now unlock after 3 runs rather than 10.<br />
** We originally did it as 10 because another popular game in the genre does that. But lately we've been getting frustrated at how long it takes before players are even able to see that awesome content that comes after beating The Warden three times. For a youtuber or a twitch streamer it's really quite a time investment to even consider it.<br />
** Thanks to dfinlay for giving us the kick in the pants to actually make the shift, though. :)<br />
<br />
* Fixed a scripting mistake on Cheapskate.<br />
** Thanks to sherpajack for reporting.<br />
<br />
* Added an attribute to entity nodes: frequency_in_enemy_seeding (int, default 100)<br />
** this is actually an alias to frequency_in_item_pools, which now also impacts normal enemy seeding frequencies, but this name would make more sense in the xml for enemies<br />
<br />
* Fixed a bug where the "win run having held incredibility X since Floor 1" achievements weren't working because they were requiring you to pick the item up on Floor Zero... um, yea, sorry.<br />
** Thanks to Soupinator for reporting.<br />
<br />
* Fixed a bug where the statistics window wouldn't respond to the Cancel or OpenMenu keybinds, and thus couldn't be closed via controller.<br />
** Thanks to Reath for reporting.<br />
<br />
* Now if you somehow get stuck completely outside the room's boundary rectangle it will gradually bump you into it, to avoid it being a bricked run.<br />
** Thanks to ptarth for reporting.<br />
<br />
* Fixed a bug where in the rare cases that floor generation just couldn't come up with something after a hundred tries, you could get a partial run generated but not the whole thing. Now in those cases it just rerolls the whole dungeon, and keeps jolly well doing so until it finishes one properly.<br />
<br />
* Fixed a bug where floorgen would sometimes allow mismatched door connections, which could leave you stuck in a wall if you went through one. Now it throws those floors back.<br />
<br />
* Now when you use a mysterious circuit you didn't know about yet it displays a message in the upper-left with the name and description of the now-known circuit.<br />
<br />
* Setting a bullet pattern loop's iterations to zero just has it never execute its body now, instead of acting like iterations="1".<br />
** Thanks to ptarth for suggesting.<br />
<br />
* Halved the frequency at which Tiny Transport seeds.<br />
* Further reduced the frequency at which Tiny Transport seeds. They should be pretty rare now. Slightly reduced the amount of drops each one can give. Credit Tiny Transport now drops 3 credits per drop in order to balance the usefulness of its drops compared to the other two varieties of ship.<br />
** Thanks to Dfindlay and Amitiel for the feedback.<br />
<br />
* Now when the game is loading xml content, it checks afterward to see if there's any data (specifically, attributes) it didn't use, and if it finds any it fusses in a short message in the upper-right message log and dumps the details to UnrequestedXMLAttributes.txt<br />
** Bear in mind that the message log doesn't show on the title screen, but does show on the file select screen.<br />
** Thanks to ptarth, zharmad, Misery, and many others for inspiring this change.<br />
<br />
* The text shown near the top for active probations has been cleaned up to not have stray zeroes and weird descriptions and so on.<br />
<br />
* Some updates have been made to the input handling to fix an issue where the custom dead zones were apparently not being properly applied to the left and right thumbsticks in all cases, particularly on linux -- but in general possibly on most cases where xinput is not being used.<br />
** Thanks to HerrGnatz and PoloBaquerizoH for reporting.<br />
<br />
* Added a new Shred Guardian courtesy of community member ptarth.<br />
<br />
* Fat Bullets is now Precision Ammo - Bullets are 25% smaller but also deal 20% more damage.<br />
<br />
* Enormous Bullets is now Contaminated Ammo - Bullets poison enemies for 50 damage over 2 seconds.<br />
<br />
== Version 1.009 ==<br />
(Released January 28th, 2016)<br />
<br />
* Expanded the new "does not block sight even though it blocks pathing" thing to a bunch more room features; the enemies may not actually be able to _hit_ you while you're hiding behind that laser emitter, but they can try. And have a much better chance than if you were actually behind a solid wall.<br />
<br />
* Added new attribute to the bullet pattern "loop" node: take_pants_off_head (bool)<br />
** This suppresses, for this loop tag, the longstanding (all the way back to TLF) bug where on iterations after the first it would often skip the first action in the loop.<br />
** For the less sarcastic content contributors, you can use an alias for this new attribute: suppress_loop_bug<br />
** This defaults to false because many of the existing loop tags would cause infinite-loop behavior if the bug were fixed for them.<br />
** Thanks to ptarth, Misery, and others for reporting.<br />
<br />
* Added stats for how many runs until you unlock 7-floor runs, and for which incredibilities you've won a run while holding.<br />
<br />
* Energized Glass Hull is now disabled (likely to be removed unless it it re-worked). <br />
** New Incredibility - Corrupting Power : Gain a high amount of max energy and you will regenerate energy over time... but at what cost? ;)<br />
<br />
* A new "metal grinder" deadly pursuer enemy has been added to the game.<br />
** Credit to community member ptarth for yet another awesome creation.<br />
<br />
* A new "Tiny Transport" enemy has been added to the game.<br />
** Tiny Transport. These are kind of like the health and potion gnomes from Golden Axe; the more hits you can get in on them before they explode, the more drops you get.<br />
<br />
* A number of OSX controller incompatibilities (and linux ones as well) should now be solved. We had not noticed that were were a preponderance of preprocessor compiler directives in the InControl code, rather than using Application.platform. Given we compile on windows, this created a problem. We've shifted everything over to be compile-computer-agnostic, so presumably those issues (they were actually missing bindings) should be fixed.<br />
** Please do let us know if this doesn't do it, though. We haven't actually had a chance to test it out in the situations that were an issue before. It's been a... trying... day.<br />
** Thanks to Sounds, Sounds of Silence, beatnikbedlam, lessster, and RuySan for reporting.<br />
<br />
== Version 1.008 ==<br />
(Released January 27th, 2016)<br />
<br />
* Kill tracking for multi-stage entities now only happens when the final stage dies, and it tracks under the first stage's name.<br />
** This avoids a problem where you got "credit" for killing a boss when you'd only killed the first stage, even if you then died before winning the fight.<br />
** Thanks to Danjuro for inspiring this change.<br />
<br />
* Fixed a bug where the difficulty of the tutorial was being set according to the last run of the test chamber (which is basically just for devs and modders), and since the tutorial is the first thing that runs when you start a new file it could result in all your new files being set to Misery difficulty without you realizing it.<br />
** This may have only impacted a certain developer who was wondering why he was suddenly so bad at this game.<br />
<br />
* The game is now way more aggressive about using different room scripts for rooms of the same general type, until it runs out of "new" ones and then it just starts over.<br />
<br />
* The energy bar in the lower-left now shows your actual current and max amount of energy.<br />
** Thanks to Ljas for suggesting.<br />
<br />
* Now any inventory item type (missiles, energy, etc) that has a maximum cannot have that maximum modified below 1. Otherwise when it hit zero it just becomes "no max" and doesn't work right.<br />
** Thanks to Nargasse for reporting.<br />
<br />
* The minimap now doesn't show icons for missiles or credits left in a room if you're at max capacity for those items.<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Fixed a bug where weapons with shots_per_salvo > 1 and placed in a system offset would not properly offset the secondary shots.<br />
** Thanks to ptarth for reporting.<br />
<br />
* There's now a short "Victory!" display after you win a run, followed by a fade to black, rather than dumping you straight to the menu when the last floor boss dies.<br />
** You are invincible during this time.<br />
** Thanks to Ljas and zharmad for inspiring this change<br />
<br />
* Keyprentice is now on level 3 instead of level 9, and it now only gives you 5 keys instead of 10.<br />
** Keymaster is now on level 8 instead of level 10, and now only gives you 20 keys instead of 50.<br />
** Thanks to zharmad for suggesting.<br />
<br />
* When we updated the game to the new version of Unity, apparently it switched our fullscreen mode into windowed borderless instead of true fullscreen mode, which performs worse. It now runs in true fullscreen mode again.<br />
** Thanks to Soupinator for reporting.<br />
** Also thanks to his workaround for v1.007: "Current workaround: use -force-opengl in the command line, since fullscreen is only broken in the Direct3D renderer, but this makes the graphics a bit fuzzy."<br />
<br />
* In an effort to make sure you actually see the various items we worked so hard to make, and to make getting loot more exciting:<br />
** Your base chance to get loot after winning a room is the same, but each time you fail the roll it goes up for next time until it succeeds.<br />
** When room-win loot would give you a consumable item (as opposed to a minor item), at various intervals it will instead give you a main-weapon, energy-weapon, or power-up item. Those intervals are randomized but controlled to ensure some rate of each.<br />
** When seeding from many of the significant item pools, the game's now fairly aggressive about not seeding the same thing more than once when there are still things that haven't been seeded. When it runs out of choices under this rule it starts over for that (group of) pools.<br />
** When you open an unlocked chest, you have a small chance of getting loot from the locked-chest pool. If this roll fails the chance goes up for next time until it succeeds.<br />
** The game is now much more aggressive at making sure it seeds all of the available reward/shop rooms before it goes back to ones it's already seeded in that run.<br />
** Thanks to Misery, Wingflier, evilution, zharmad, Matruchus, and others for inspiring these changes.<br />
<br />
* The max-health reduction from losing a condemned room or from buying an item with health are now applied after the difficulty-based health multipliers, so they don't cause greater-than-expected losses on lower difficulties.<br />
** Thanks to Jacic for reporting.<br />
<br />
* XP yield from depositing credits at a console is now multiplied by floor number, as with other XP gain.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Added a button to the test chamber screen that tries to open the Starward Rogue wiki in your browser.<br />
<br />
* Now when you have the steam overlay active, the game pauses in the same way as when the escape menu is open.<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Now when a room script is flipped on either the x axis or the y axis (but not both), any entities with passive_rotation_speed in the room act as if that value's sign were flipped.<br />
** Thanks to Tornis and Pepisolo for reporting.<br />
<br />
* The visuals for caltrops and floating debris have been updated to be a lot more visible, since some folks were having trouble seeing them.<br />
<br />
* The normal enemy health bar is now at the top where the boss health bar is (if both are shown, the non-boss one goes lower).<br />
** This also means the normal enemy health bar doesn't block other tooltip info from showing, and vice versa.<br />
** Thanks to Castruccio and zharmad for inspiring this change.<br />
<br />
* Brute now only grants a 10% bonus to attack power, not a 20% bonus. That was getting to be a bit overpowered.<br />
<br />
* The costs of items in the health sacrifice shops are now much more substantial, since the overall amounts of health players have these days is a lot higher and thus these were way too cheap to get.<br />
** Anything that cost 3 before now costs 7, things that cost 2 before now cost 5, and things that cost 1 before now cost 3.<br />
<br />
* Sideshot no longer seeds until you are two floors down.<br />
** Thanks to nas1m for reporting.<br />
<br />
* The term "reload time" has uniformly been changed to be "fire rate." Before both terms were used, which was confusing.<br />
** Thanks to Tornis for suggesting.<br />
<br />
* In recent builds, Terror Bubbles were just sitting there on Normal difficulty and down, because they had no weapons on those difficulties. Fixed!<br />
** Thanks to Cinth and Nova225 for reporting.<br />
<br />
* The impassable glass blocks that you can shoot through now no longer block line of sight.<br />
** Note: this won't help with rooms you've already entered, because the data is set up when the block is spawned.<br />
** Thanks to crazyroosterman and Misery for reporting.<br />
<br />
* Now if you've picked up an incredibility, and you pick up another, the first is dropped on the ground.<br />
** Thanks to Misery for suggesting.<br />
<br />
* The fire left by your mech when you have a hotrod system is now much larger, thus looking more interesting.<br />
<br />
* The game now uses a scaled radial dead zone of 0.25 for all analog input thumbsticks, which means that they should all "just work" now.<br />
** This is the same as they had prior to us moving to the more recent InControl asset, which was using 0.2 instead and was using an inferior algorithm.<br />
** This in particular should patch up the XBox 360 controllers that are a little worn. If any of them still have trouble, then there are now sliders inside the main Game tab of the settings window that allow you to adjust these to the needs of your particular controller.<br />
** Thanks to [ES.GR] Ziltoid Le Muet (Cpl), Sounds, lessster, Invader Xom, Rhakyr, Castruccio, beatnikbedlam, and Apathetic for reporting.<br />
<br />
== Version 1.007 ==<br />
(Released January 26th, 2016)<br />
<br />
* Fixed a bug where bouncing mines had a different damage type (Ballistic) than stationary mines (Explosive), and thus stuff that gave immunity to explosive damage didn't protect you from bouncing mines.<br />
** Thanks to waylon531 for reporting.<br />
<br />
* Now when you press E to level up, if there are any more of those big central screen messages still showing they're cleared so they don't get in the way of the level up display.<br />
** Thanks to Moonshine Fox for inspiring this change.<br />
<br />
* Made the glass pots no longer shootable by enemies.<br />
<br />
* There will no longer ever be more than one Sideshot seeded per room, thanks to a new never_seed_more_than_one_per_room flag on it.<br />
** This flag is ignored on Misery difficulty, so you can run into really brutal groups of enemies there still.<br />
** Thanks to nas1m for suggesting.<br />
<br />
* The game now properly uses aliases for some of the common center-gamepad buttons so that they all map the same way across gamepads. Aka the Menu button on the XBox One controller is the same as Start on the 360. And the View button on the XB1 is the same as the Back on the 360. That way you don't have to change your default mappings around to get those to work. Start and Select also map to those, respectively, for usage on PS3 controllers and similar.<br />
** In the past this was set up for the 360, but with the prior version we inadvertently set this up for the XB1 so that the 360 then required a remapping to a control icon that looked identical. No longer!<br />
<br />
* In windows, the game now uses XInput rather than the default wrappered unity input. This fixes a few lingering issues with the triggers on the xbox one controller in windows only (they were fine in other OSes as of last version).<br />
<br />
* The game now allows you to back out of most windows using the menu button as well as the cancel button. This has been requested for a while, actually, and isn't related to the new input interface.<br />
<br />
* Fixed up the way that the hitting escape/B/cancel to get out of the game at the main menu was not working properly in the prior version.<br />
<br />
* Fixed a number of bugs relating to the virtual gamepad cursor in the escape menu selecting the wrong thing.<br />
<br />
== Version 1.006 ==<br />
(Released January 26th, 2016)<br />
<br />
* Added new toggle to extras tab of settings window: Always Use OS Cursor<br />
** If this is on, the game never uses the gamepad "virtual cursor" even if the gamepad is in use.<br />
** Thanks to Saphirahk and nas1m for inspiring this change.<br />
<br />
* Now if the revealed minimap is so big that it overruns its borders on the escape menu, it is scaled down to at least roughly fit within it.<br />
** Thanks to Tolc for reporting.<br />
<br />
* New "Gemini siblings" enemies from community member zharmad!<br />
<br />
* Fixed a bug where shopkeeper kills were not checked for achievements because it never did the room-win logic for shops.<br />
** Thanks to Matruchus for reporting.<br />
<br />
* Fixed a bug where one of the three code-branches that checks for waking the shopkeeper was checking the thing doing the damage rather than the shopkeeper for the waking-immunity to stuff not directly fired by the player.<br />
** Thanks to Reinhark, Cinth, and Matruchus for reporting.<br />
<br />
* Fixed a null exception that could occur shortly after loading a save.<br />
** Thanks to Danjuro for reporting.<br />
<br />
* Changed the logic of using keycards to unlock all doors in the room on the other side, rather than just the door facing you.<br />
** Otherwise a shop/item-room/etc that was locked could take two keys to get "through" to the other side, and if there was literally only one available and that was between you and the boss, well...<br />
** Also changed mapgen logic so that the next-to-start item room which often spawns cannot be locked, as that can cut off other areas of the map.<br />
** Thanks to SourKiwi for reporting.<br />
<br />
* Fixed a bug where the cryofreeze and other aoe effects would try to affect invincible stuff like caltrops.<br />
** In the case of cryofreeze, this could mean a lot of unnecessary sound effects.<br />
** Thanks to dumpsterKEEPER for reporting.<br />
<br />
* Fixed a bug where the "if you destroy a health shard block in a room adjacent to an unknown secret room, reveal that secret room instead of spawning the health shard" logic was instead checking for _known_ secret rooms. Cute.<br />
** Also, now when you enter a room bordering an unknown secret room, and the room you're entering has no heath-shard blocks (that normally reveal the secret when you blow them up, if there is one to reveal), it tries to convert a normal bombable block to one of those.<br />
*** If it fails to do that, it just reveals the secret room(s).<br />
** Thanks to nas1m, Watashiwa, and many others for reporting the frustration with secret rooms not being revealed.<br />
<br />
* Now when the game is seeding pickups that go in your main gun, energy, missile, or attachment slots it will never pick what you've already got equipped at the time of the seeding.<br />
** Thanks to TheVampire100 for inspiring this change.<br />
<br />
* New enemy "Demesne" added<br />
** This is another "Fearsome" type of foe... be careful around this guy!<br />
<br />
* Fixed a potential null exception bug when starting up the game.<br />
** Thanks to mrhanman for reporting.<br />
<br />
* Backfire now always uses BOTH of it's phases instead of randomly skipping to the second one.<br />
** It also now has more HP in both phases<br />
<br />
* Now the game tracks when you pick up multiples of the same powerup (for instance, level up perks that may be picked multiple times) and displays x2, x3, etc to show that.<br />
** This won't show that for powerups picked up multiple times in older saves because it wasn't tracked.<br />
** Thanks to Kevin Feederline, FroBrodine, and waylon531 for suggesting.<br />
<br />
* Fixed an issue accidentally introduced in version 1.005 where you could only pick up perks of each type one time, which would lead to blank perk selection screens on later levels.<br />
** Thanks to Reinhark for reporting.<br />
<br />
* ItemGainChanceOnEnemyKill and ItemGainOnEnemyKill modifiers now only proc against Ship entities; so not shots or obstacles.<br />
** Thanks to nas1m for reporting.<br />
<br />
=== Keyboard / Gamepad Controls Updates ===<br />
<br />
* Updated the game engine to Unity 4.7 instead of 4.6.7.<br />
** We generally try to avoid doing engine updates unless there are benefits or bugfixes that actually impact us. Past experience has taught us that new engine bugs appear unannounced, and we prefer to avoid those when possible by staying on known-stable versions until we need to not.<br />
** That said, this new version seems to be stable, and also is required in order to support the new InControl plugin.<br />
<br />
* We have completely gutted the underlying gamepad support and rebuilt it from the ground up with the InControl asset store plugin as the underlying basis for it.<br />
** This solves the XBox One controller compatibility issues, as well as making default bindings for the playstation 4 controller and many other main controllers now automatically kick into place.<br />
<br />
* The "Fire Up" and "Fire Up (Alt)" keybinds (and their down, left, and right counterparts) now cause your energy and missile weapons to target that direction too, even if normally they would target the mouse cursor.<br />
** Thanks to dfinlay for inspiring this change.<br />
<br />
* There is a new Debug: Show Gamepad Raw Inputs option in the extras tab of the settings menu.<br />
** If this is on, then any detected raw input from your gamepads will be shown on the left side of the screen. Useful for debugging but not much else.<br />
<br />
* The confirm popup now supports gamepad left-right (on either the dpad or the analog stick) to switch between the buttons, and the execute button to simulate a click on the highlighted button.<br />
** Thanks to Cyprene for inspiring this change.<br />
<br />
* Note: these changes have caused us to need to reset all of the existing key bindings to their defaults. If you had custom mappings you will need to remap those. Apologies!<br />
<br />
== Version 1.005 ==<br />
(Released January 25th, 2016)<br />
<br />
* Now when you use the in-game delete function on a file slot, it actually replaces that file with a very small file (just containing the text "deleted") which the game treats as an empty slot.<br />
** This way, steam cloud will not "helpfully" immediately repopulate the save file.<br />
** Thanks to ProfessorPaul1290 for reporting.<br />
<br />
* Now if you get a corrupt save message you have the option (again, removed late in alpha) to keep or delete.<br />
** If you delete, it actually copies it to a backup location and overwrites the slot with a small file that the game will treat as empty but the steam cloud will not automatically copy back over.<br />
<br />
* The perk screen now continues showing the previous HUD (for stat info).<br />
** Thanks to robdon for suggesting.<br />
<br />
* The knockback_resistance stat now also applies to weapon kickback.<br />
<br />
* The RedShift mech now has full immunity to both kickback and knockback.<br />
** Thanks to Apathetic for inspiring this change.<br />
<br />
* set disappears_if_room_left to true on the antigravitate blockage shards<br />
** Thanks to Apathetic for inspiring this change.<br />
<br />
* The boss "Backfire" is now active!<br />
** This has been completely redone from the ground up from what it used to be in the alpha. Be ready to deal with it's minions!<br />
<br />
* The Warden no longer falls asleep during phase 4 of it's attack<br />
<br />
* Fixed a bug where the recently added "missiles destroy shootables without them morphing into their more-damaged states" logic was causing the pathfinding-block on shootable-A and shootable-B objects to not be cleared when they died (because it was only being cleared when the C stage died, and that was being skipped).<br />
<br />
* Fixed a bug where OnRoomSwitch effects could fire when switching from an old run to a new run.<br />
<br />
* Fixed a bug where OnRoomSwitch effects that reduced hull health on the player would not actually do any damage due to the "invincible until leaves the doorway" logic.<br />
<br />
* The Medical Emergency pickup now only does its damage when you enter a room for the first time, not every time you switch rooms.<br />
** Thanks to The Hunter for inspiring this change.<br />
<br />
* The Impatience level-up perk now won't show up on the perk menu if you are already on the last floor of the run.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* The minimap icon for major item rooms and health storage rooms now disappears if you've entered the room and there are no pickups on the floor.<br />
** Thanks to Apathetic for suggesting.<br />
<br />
* Fixed a bug with QuadEE/ZMC_GlassPipes. It was possible to get a Pearl trapped inside of Glass Unbreakable blocks, which made it not shoot or be killable, making the room unexitable.<br />
<br />
* Pearls now wake on being shot.<br />
** Thanks to Apathetic, Cinth, Paladinlord10, and Watashiwa for reporting.<br />
<br />
== Version 1.004 ==<br />
(Released January 23rd, 2016)<br />
<br />
* The minimap on the escape menu now has mouseover tooltips on the individual rooms.<br />
** The tooltip also lists any items on the ground in that room, if you've been there before.<br />
<br />
* Fixed a bug where a familiar that was supposed to only be for that room would respawn if you spawned it, left before it died, and deployed another familiar.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Put in further logic to prevent shopkeepers from being aggroed (or damaged) from sleep by anything other than a player-directed shot.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Fixed a bug where chests and other animated "special objects" spawned after room completion were not having their animators set up and thus were invisible (until opened, in the chest case).<br />
** Thanks to Apathetic for reporting.<br />
<br />
* Enemy Spawners now explode when the room is cleared.<br />
** Thanks to ptarth for inspiring this change.<br />
<br />
* The width of columns on the Statistics screen has been broadened to accommodate some of the item names being longer than they were when that screen was set up.<br />
** This also prevents the close button from overlapping the next page button.<br />
** Thanks to robdon for reporting.<br />
<br />
* Added a "Fire Main Gun" key bind, replacing the hardcoded "hold down left mouse to fire main gun" logic.<br />
** Thanks to Cyborg for suggesting.<br />
<br />
* Fixed a bug where the 5-familiar achievement was counting some familiars twice (or after they died).<br />
** Thanks to Apathetic for the report and save.<br />
<br />
* Fixed a bug where occasionally a direct-fire shot would be fired as if it were "leading" the target.<br />
** Thanks to Misery for reporting.<br />
<br />
* Fixed a bug where the logic for resetting your position after dying in the tutorial was not reopening the doors, and thus causing you to be stuck there on the threshold of the door, if you entered through one.<br />
** Thanks to Arnos for reporting.<br />
<br />
* The game is now set to internally use the en-US format, so that hopefully those using other languages on the linux platform won't have to use the workaround of launching the game with the LC_ALL=C %command% or LANG=en_US %command launch option on.<br />
** Thanks to lessster for reporting.<br />
<br />
* Now the boss intro only has the boss go halfway across the screen, and then scale up to dominate the screen before fading out.<br />
** Thanks to Omgaar for inspiring this change.<br />
<br />
* The default Steam controller recommendation should is now 'Gamepad' instead of "Gamepad with high precision camera/aiming"<br />
** Thanks to death2cupbots for reporting.<br />
<br />
== Version 1.003 ==<br />
(Released January 22nd, 2016)<br />
<br />
* Fixed a rather serious bug in the last version that was causing the player to not be able to move upon entering rooms. Err... yeah, not sure how that slipped past us. Real sorry about that. We are very tired and clearly should not be making major changes right now. Thanks for understanding!<br />
** Thanks to Isaac, Cyprene, waylon531, Apathetic, and tupelocase for reporting.<br />
<br />
* The banshee now is more aggressive with its counterattacks again. Not so much as pre-1.0, but still a lot more than in 1.0.<br />
<br />
== Version 1.002 ==<br />
(Released January 22nd, 2016)<br />
<br />
* Fixed a bug where you could fire your weapons during just-entered-room invincibility.<br />
** Thanks to Moonshine Fox and others for reporting.<br />
<br />
* The text list of powerups at the bottom right of the escape menu is now a row/grid of icons with mouseovers for the names/descriptions.<br />
** Thanks to Apathetic and donblas for inspiring this change.<br />
<br />
* A new music track has been composed for the game! FTB 629<br />
<br />
== Version 1.001 ==<br />
(Released January 22nd, 2016)<br />
* The game will no longer seed secret rooms "from" shop, item, miniboss, secret, starting, or condemned rooms to avoid doors that look like they go to nowhere, or cannot be revealed.<br />
<br />
* Fixed a longstanding bug where secret rooms were requiring a 2x2 free space on the grid instead of 1x1.<br />
<br />
* Extended the destroy-enemy-shots-on-room-clear logic to continue clearing enemy shots from the room afterward instead of just once, as there are a few things that can continue to emit shots.<br />
** Thanks to Cinth for reporting.<br />
<br />
* Updated the changelog to point to this new page.<br />
<br />
* Fixed up a mouse input issue that was a recent consequence of a perhaps-foolish major fix to some really unusual gamepads last night, which then broke mouse support for some folks with trackpads. The new system should work for everyone, as it is more unified and gets rid of some of the legacy input code that has been weighing down the button clicking for some time now.<br />
** Basically unity has an "input" way of handling clicks and such, and a "gui" way of doing it. We used to do a hybrid of both. Now it's all the "input" type, which is better for a lot of reasons.<br />
** Thanks to nas1m for reporting.<br />
<br />
== Previous Release Notes ==<br />
<br />
[[Starward Rogue:Early Alpha Release Notes]]<br />
<br />
.<br />
<br />
.<br />
<br />
[[Starward_Rogue:Main|Starward Rogue Main Page]]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Early_Alpha_Release_Notes&diff=27448Starward Rogue:Early Alpha Release Notes2016-01-09T21:03:51Z<p>Zogheen: </p>
<hr />
<div><br />
== Version 0.801 ==<br />
(This isn't done yet, we're still working on it.)<br />
<br />
== Version 0.800 ==<br />
(Released January 9th, 2016)<br />
<br />
'''* You know, there's just so much stuff we didn't even document all of it. This list would be like 5x longer if we had, sorry about that. We don't normally neglect things like that. Also note this eats your savegames again. We won't be keeping that up much longer.'''<br />
<br />
*Added a new slider to the graphics tab of the settings window: Zoom<br />
**If you have a resolution smaller than 1920x1080 you may want to use this to "zoom out" the game area (not the HUD) a bit. Reduces graphical quality somewhat.<br />
**Default: 1, Max Zoom Out: 0.64<br />
**Thanks to Bluddy for inspiring this change.<br />
<br />
* Lasers, Gravity Wells, Repulsors, repeaters (all four kinds), and mysterious pipes can now all be destroyed by missiles.<br />
** Now you can get them out of the way if you really want to, but at some cost.<br />
** Thanks to nas1m for suggesting.<br />
<br />
* Final Boss "Crescendo" added<br />
** This boss has 5 phases<br />
** In the first phase, the boss cannot be damaged until the defending turrets are destroyed.<br />
** Second phase is pretty normal, no unique qualities<br />
** Third and fourth phases both include a shield for the boss; this blocks your bullets and occasionally switches position, requiring you to navigate the bullet swarms in order to position yourself somewhere where you can actually hit it. However, you can use missiles to break it, but it doesn't take long before it simply reappears.<br />
** The fifth phase, the boss loses the shield, but will begin assaulting you directly, creating a minefield as it goes.<br />
** A sixth phase (which would be a second minefield phase) may be added depending on the perceived difficulty of this boss.<br />
<br />
* The patterns for the Charger, and Crystal Mother's third phase have been fixed<br />
<br />
* Crystal Mother now has the first Misery-difficulty-only pattern in the game<br />
<br />
* Multiple turrets added: Accelerator, Blaze, Wave, and Full Range<br />
** These are special indestructible entities for an upcoming room type and will not seed in normal rooms<br />
<br />
* New enemy "Burst Guard" added<br />
<br />
* Some parts of the bullet script have been altered a bit to be ready for difficulty gating<br />
<br />
* Guardian entities "Palisade" and "Sentinel" added<br />
** These appear only in the room of the "true final boss", and they block your path and must be destroyed before you can advance further into the room<br />
<br />
* Room for true final boss added<br />
** This isn't finished yet!<br />
<br />
* Fixed a bug where the replumbing of the axis-based input back on December 18th did not override previous settings for the "alternate right" keybind, and so folks with settings from before that would have their targeting snap directly right after letting go of the movement keys under the keyboard+mouse input scheme.<br />
** Thanks to Penumbra and Bluddy for reporting.<br />
<br />
* Fixed a bug where the energy-restore-on-room-switch logic was happening before the player's modifiers were reapplied, causing it to fill to the default energy cap (100) instead of a bigger number if you'd picked up something that increases your cap (e.g. big leaky battery)<br />
** Thanks to Pepsisolo and crazyroosterman for reporting.<br />
<br />
* Fixed a bug where the "let the player walk into a door even though it's beyond the normal play area" logic didn't exclude locked doors.<br />
** Thanks to Dominus Arbitrationis and crazyroosterman for reporting.<br />
<br />
* Familiars that orbit in a now try to stay within line of sight of the ship they're orbiting, to avoid them going into the walls. Whether this looks less strange, or more, remains to be seen.<br />
<br />
* The whole idea of the "quick change" stuff on the gamepad is gone.<br />
** So is the idea of having multiple main guns. Instead you just swap out your main gun at will, like other systems. And your main gun is always equipped.<br />
<br />
* During the player death animation the player's familiars also die (the player isn't actually dead until the end of that, so it wasn't happening naturally).<br />
** Thanks to Dominus Arbitrationis for suggesting.<br />
<br />
* Gravity well objects (not shots with gravity) now destroy shots that they pull in close. This includes bouncing mines.<br />
<br />
* Bouncing mines now block shots like stationary mines do, which means they can now be destroyed by firing a missile at them (previously they wouldn't block, and thus would not detonate, the missile).<br />
<br />
* Now when you enter a room you spawn mostly inside the door. And until you actually fully enter the room:<br />
** The doors will not shut (so you can go back where you came from, even if there are enemies present)<br />
** You and your familiars are invincible and are ignored for targeting purposes.<br />
** All AI (enemy and your familiars) is disabled.<br />
** All systems (guns, etc) are disabled.<br />
** All gravitational pull is disabled.<br />
** Your familiars do not draw or simulate at all.<br />
*** They fade in quickly when you actually enter the room.<br />
** Thanks to Cinth and donblas for inspiring these changes.<br />
<br />
* Items spawned in secret rooms now cost AP to pick up. 40 for the first, 70 for the second, and so on.<br />
<br />
* New enemy "Snare" added<br />
** The first of the late-game-only enemies, this guy and his alternate versions will not spawn until area 6 or later<br />
<br />
* Enemies and bosses that were previously using placeholder sprites now have their own artwork! I'm pretty sure I didnt miss any...<br />
<br />
* Fixed a bug where melee weapon bullets at the end of their pattern would start moving forward during their "scale out" time.<br />
** Thanks to Pepisolo for reporting.<br />
<br />
* True final boss "Terminus" added<br />
** Appearing only on floor 7 in it's own unique room, this is the game's final goal, and it is guarded by both Palisade and Sentinel, which must be defeated before you can confront this guy.<br />
<br />
* Crystal Mother no longer has the Flak Launcher device that she got from who knows where. That wasnt supposed to be there...<br />
<br />
* Fixed an issue where bullet-pattern bullets would not do the rest of their logic if killed by an AOE explosion.<br />
<br />
* Player missiles now detonate when they hit an enemy shot (still clearing out that shot and any others around it that can be cleared out).<br />
<br />
* The shot-clearing explosions of bosses no longer have a visible component. Additionally, it only affects non-player shots, and causes them to char and black out quickly.<br />
<br />
* New boss "Centrifuge" added<br />
** This guy is a bit experimental, so as of the time of me writing this it is set to not seed.<br />
<br />
== Version 0.207 ==<br />
(Released December 22nd, 2015)<br />
<br />
* Fixed a bug where rooms horizontally flipped were actually flipped and then flipped back to normal, but the laser emitters and mysterious pipe openings were only flipped once, resulting in them pointing the wrong way.<br />
** Thanks to Pepsisolo for reporting.<br />
<br />
* Fixed a bug where charge weapons would not fully update when you switched to a different room, causing their charged states to not work.<br />
** Thanks to Pepsisolo, Misery, and The Hunter for reporting.<br />
<br />
* Fixed a bug where picking up a shop item gave you credits rather than took them away.<br />
** Thanks to Misery for pointing out the unorthodox business model.<br />
<br />
* Made more sure that the "things I've picked up this floor/run" lists are cleared between runs, so you don't run into item-room/AP pedestals with nothing on them.<br />
** Also made it so that if for some reason there really aren't any unlocked items eligible for a pedestal spot (in a shop, for example), it doesn't spawn the pedestal either.<br />
** Thanks to Pepsisolo and The Hunter for reporting.<br />
<br />
* Added new toggle to the New Run screen: Temp Dev Mode<br />
** If this is checked, this single run will essentially be in "developer mode" which allows various debugging features. Since those features can be used to cheat, you won't gain achievements, permanent Ability Points, or long-term stats in this mode.<br />
** A big chunk of what this enables is the "L" menu, where pressing L during the game will bring up a window in the upper-left corner with various nefarious buttons.<br />
** Among them is a new "Unlock All AP Items" button.<br />
** Thanks to The Hunter for inspiring this change.<br />
<br />
* Entities that pass through both wall terrain and non-wall terrain (like Ability Point drops) now also pass through anything else that can block passage.<br />
** Thanks to The Hunter for inspiring this change.<br />
<br />
* Ability Point drops are now immune to gravity/repulsion.<br />
** Thanks to The Hunter for inspiring this change.<br />
<br />
* Fixed a bug in recent versions where on XBox controllers you could not reassign the left and right triggers in the key bindings.<br />
<br />
* The game now uses icons for the gamepad buttons that previously would just show as numbers. This should help with confusion on what each thing is in prompts, etc.<br />
<br />
* There are now 360-specific gamepad button images for when players are using that controller.<br />
<br />
* Energy no longer regenerates over time during play inside rooms.<br />
<br />
* Energy is now fully replenished every time you move between rooms.<br />
<br />
== Version 0.206 ==<br />
(Released December 21st, 2015)<br />
<br />
* Now when you pick up health/missiles/credits/keycards/ability-points it waits part of a second before announcing it, so you get "100x Ability Points" rather than 100 messages in the log.<br />
<br />
* Health pickup announcement now puts it in terms of health boxes rather than health points (2 points per box).<br />
<br />
* Now when you win a room any mines remaining in it go boom.<br />
** Thanks to The Hunter for inspiring this change.<br />
<br />
* Now when enemies drop items on death, and the point would be inaccessible, the game tries to find a nearby open tile to spawn the item on.<br />
** Thanks to Cinth for inspiring this change.<br />
<br />
* Fixed a bug where the boss health bars were relative to the max health of the current and future forms, rather than including previous forms.<br />
<br />
* Fixed a bug where the "do not seed until floor X" and "do not seed on or after floor Y" rules for items, bosses, etc were inverted.<br />
<br />
* Player-directed beam weapons are now blocked by walls.<br />
** Thanks to The Hunter for suggesting.<br />
<br />
* Door traversal now happens by moving into the door, not just touching it.<br />
** Thanks to pumpkin and mooncows for inspiring this change.<br />
<br />
* Fixed an issue in the prior version with the wrong version of the player legs not looking right. Wow glitchy!<br />
** Thanks to Pepisolo and The Hunter for reporting.<br />
<br />
* Fixed some bugs with the quick select always using X and B for that regardless of whether or not LB was held down.<br />
** Thanks to Pepisolo for reporting.<br />
<br />
* Previously, all of our pursuer enemies just had a single category: Pursuer_1x1. However, this was not sufficient to handle some of the small pursuers that really require a lot of room for extra kiting. Looking at you, Charger!<br />
** We've now added a new DeadlyPursuer_1z1 enemy class that is used in fewer rooms and only in appropriate contexts. The Charger now gets seeded there, and future enemies in that general design space will also go there.<br />
** Thanks to The Hunter, crazyroosterman, and others for reporting.<br />
<br />
* The special weapons now have graphics that get swapped in on your mech when you switch between them and the missile launcher.<br />
<br />
* The various special weapons all now have at least provisional recoils set on them.<br />
<br />
* The three Arc enemies are now Pearl enemies and have actual graphics. This also includes new shot graphics for them.<br />
<br />
* The Shifter is now the Chaotic Core instead, and now has real graphics and new shot graphics. It's also now a Chaos_5x5 enemy rather than a Wanderer_3x3, because goodness it does create chaos.<br />
<br />
* Two new versions of the Chaotic Core have been added, and they are dastardly indeed. Actually one is a bit easier and the other one is dastardly.<br />
<br />
== Version 0.205 ==<br />
(Released December 18th, 2015)<br />
<br />
* An awesome new version of the loot chest that both looks nicer and is animated has been added to the game.<br />
** It also now has an unlocking animation, although it does not yet have sound effects during the unlock process (that is planned).<br />
<br />
* A new shop room variant has been added that has a chest in it.<br />
<br />
* The junk-themed rooms now have some even better updated graphics.<br />
<br />
* The game now does a better job of switching out of gamepad mode into keyboard+mouse mode (and thus restoring the mouse cursor to visibility). You no longer have to press a keyboard key for it to happen, but at the same time small jostlings of the mouse should still not cause it to switch.<br />
<br />
*Now tiles in non-boss rooms that normally drop loot after you win the room only have a roughly 10% chance of doing so.<br />
<br />
* The game now uses recoil on the two visible weapons that you have, and there is no longer kickback on your actual player mech itself anymore. We will likely use kickback on some very large weapons, but not these smaller ones (not even missiles).<br />
** Thanks to Pepisolo, TheVampire100, and The Hunter for suggesting we remove the kickback.<br />
<br />
* Added a new option to the map editor that lets us put in very-broken shootable objects that can take some damage, but only explode the one time. It's the third stage of the regular shootable objects.<br />
<br />
* Updated the one big boss room that was exploitable to use the very-broken shootable objects instead of the solid walls.<br />
<br />
* Updated all the existing bosses to use a new boss room in a new giant-sized boss room chamber that has almost no cover but a little extra space to the center to give you buffer between entering the room and facing the boss.<br />
<br />
* All 3 forms of the Charger enemy have had their speed reduced a bit<br />
<br />
* The Shifter and it's core were both mistakenly named "Blue Crystochet", this has been fixed<br />
<br />
* The Shifter Core has had it's movement speed reduced, as well as the speed of it's bullets<br />
** It also no longer spawns on it's own; no more sudden explosive attacks from this crazy thing the moment you enter a room!<br />
<br />
* The number of health shards required for a new health box has been increased for normal difficulty and higher.<br />
<br />
* The text in the escape menu now talks about the Current Run instead of the Current Campaign, and the formatting is better and now has the amount of time spent in the current run rather than since the entire save slot was started.<br />
** In here you can also see your stored ability points now for more than one run, and your unlocked item and enemy counts.<br />
<br />
* Glass pots now have a 90% chance of dropping something rather than a 40% chance.<br />
** They also now drop ability points much more commonly than anything else, so that they can drop something low-value (individually-speaking) and not flood the player with health and whatnot.<br />
<br />
* The laser sight of the mech is now always visible.<br />
** Thanks to TheVampire100 for suggesting.<br />
<br />
* There is no longer a default keybind for zooming on the gamepad. We want to move away from there being much in the way of zooming anyhow -- the only reason it's there at all is for people with other screen resolutions.<br />
<br />
* Fixed some issues with the calculation of the location of the reticule on the mouse controls that were making it bonkers at times.<br />
<br />
* Missiles no longer ever slide along walls. However, players can no longer accidentally friendly-fire themselves with missiles, either.<br />
<br />
* The range of missiles has been cut from 2000 to 1000.<br />
<br />
* Fixed an issue where area of effect shots were playing the on-hit sound twice, and also ignoring the "don't play a sound if no damage was done" rule.<br />
<br />
* There is now a slight angling-inward of the systems that you have equipped that points shots more to the center of where your mouse cursor is rather than on parallel tracks beside it. It's not as extreme as the aiming was in prior versions, as the firing angle offset is still fixed. But it makes aiming at a distance more accurate when you're trying to hit a small target.<br />
** Thanks to mooncows for reporting.<br />
<br />
* Fixed several layer-ordering issues that were causing some oddities when on the very far sides of extra-long rooms, among other things.<br />
** Thanks to The Hunter and Pepisolo for reporting.<br />
<br />
* Fixed a bug where rooms with non-symmetrical door locations (NE and SW right now) could wind up with their doors permanently blocked in some cases because of flipped tiles inside the room. Those rooms just no longer flip the tiles.<br />
<br />
* Fixed a bug where the game could get very loud with lots of sounds stacking on top of one another.<br />
** Thanks to The Hunter for reporting.<br />
<br />
* Now at the end of a floor, or a run, you get a stats screen.<br />
<br />
* Now when the player takes fatal damage, there's a short period where:<br />
** the player's still there<br />
** is made invisible<br />
** emits a normal death explosion (that shattering effect)<br />
** the simulation slows down to about 20% speed just to make sure you notice that the game has owned you again<br />
** then you're shown the end-of-run stats<br />
** Thanks to Cinth and others for inspiring these changes.<br />
<br />
* The visual for ability points now uses the blue version of what was previously credits. It was too confusing what credits were in practice while playing, but this animation works great for ability points.<br />
<br />
* A new graphic for credits has been implemented, based on the same concept in Bionic Dues. (Hey, why not tie things together.)<br />
<br />
* The bottom-left HUD now shows whichever system is active for your special weapon button, and shows what your inactive system is (if there is one).<br />
<br />
* There are now sound effects for when you die and for when you fire missiles.<br />
<br />
* Lots of new item updates, as with all of our new builds.<br />
<br />
* The gating of items behind floors and ability point unlocks is now in place.<br />
<br />
=== Gamepad Updates ===<br />
<br />
* Thanks to the insanity of how unity 3D maps some of the internal stuff for xbox 360 controllers on multiple platforms in particular, we've replumbed all of the axis-based stuff (the analog sticks and d-pad) so that they are checked differently now, and are consistent between platforms. Other types of gamepads will continue to use the regular unity internal stuff, but now the 360 controllers will behave better and have the proper defaults on all OSes.<br />
** Well, they should. We've not actually tested it yet outside of windows.<br />
<br />
* All of the xbox controller settings should now be consistent across platforms for the buttons themselves, too.<br />
<br />
* At long last fixed the core issue with the 360 controls (well, aside from the cross-platform stuff): the left and right triggers can now both independently be used. Previously they would cancel one another out.<br />
<br />
* The gamepad controls have been revamped once more. There are no longer any functions mapped to the analog stick clicks.<br />
** The run button is now RB rather than LB.<br />
** The menu button is now Start, like you'd expect.<br />
** The use consumable button is now Back, which is inconvenient but the most convenient we could think of for something used that infrequently (relatively speaking).<br />
** Interact/use is now LB, which is much easier to reach. And it's also easier to use while moving and firing at the same time if need be.<br />
** Holding down LB now activates the gamepad zoom mode, which we may or may not keep on as a default. But it does seem to work pretty well.<br />
** Holding down LB now activates a whole new "quick switch" mode for weapons, which causes the X button to switch between your missiles and special weapon, and your B button to cycle your main weapons.<br />
*** This was a big reason that the interact button was made LB instead of RB: LB+X is easy, where RB+X is a contortionist move.<br />
<br />
=== Ability Points ===<br />
<br />
* There's now an "ability points bar" near your minimap.<br />
** It has four blocks; the bottom fills at 100 points, the next fills when your total is 400, the third when your total is 1200, and the fourth when your total is 2400.<br />
<br />
* When you go to the next floor, you gain permanently (stays between runs) any ability points in a full capsule (or in the bottom capsule, if none are full), and lose any excess on top of that.<br />
<br />
* If a capsule is full, you cannot lose points below that threshold during the floor.<br />
<br />
* Enemies drop ability points when you kill them.<br />
** They sit and glow for a short time, then hunt you down with unerring accuracy and stuff themselves into your inventory.<br />
<br />
* Every second you spend in a room with enemies (i.e. before you win the room) you lose 0.2 AP.<br />
* Every time you get damaged (regardless of how much the damage was for, just more than zero) you lose 10 AP.<br />
* When you die, whatever AP you were carrying (regardless of full/partial capsules) goes to your permanent balance.<br />
<br />
*When you go to the next floor, your accuracy during the floor you're leaving gives you bonus AP.<br />
<br />
*When you start a new run, if you have enough AP to afford anything, the first starting room will have one or more items to choose from. <br />
**Some you have to pay a certain amount to unlock, and they will seed normally in the future. You also get a copy for that run.<br />
**Others you don't have to unlock (because you already did, or because it just doesn't need it) and you can spend AP to buy a copy for that run.<br />
**Either way the other items available for AP disappear when you buy one.<br />
<br />
*In shops you may find Deposit Boxes, which allow you to spend credits to earn permanent AP (that's not subject to how you do the rest of the floor/run).<br />
<br />
== Version 0.204 ==<br />
(Released December 15th, 2015)<br />
<br />
*There was an incident involving a tea cup, a banana, and a sledgehammer. We broke all old saves again.<br />
**(actually it's because the gun layout on player ships is so different now)<br />
<br />
* Substantially improved the effectiveness of the pathfinding used by player-following familiars (the ones that use pathfinding, anyway), and to a lesser degree the enemies that chase the player via pathfinding.<br />
<br />
* Now non-boss rooms have a 50% chance of flipping the room population script horizontally, and a further 50% chance of doing so vertically. Relevant laser emitters have their directions reversed.<br />
<br />
* Dumbfire weapons are no longer inherently unable to home, since homing range can now be finite.<br />
** Thanks to Pepisolo for inspiring this change.<br />
<br />
* New keybind: Slow Down (defaults to C and Ctrl and left trigger on the 360 controller)<br />
** Hold down to enter slow-down mode, which lets you move roughly half as fast as normal so you have more precise control to evade bullets.<br />
** If both it and afterburner are on, slow-down takes precedence on the actual movement speed.<br />
** Follows to the "make afterburner a toggle" setting, so if that is set Z will toggle slow-down on and off without you having to hold the key.<br />
** This may be removed if further work on movement and speed makes it less necessary.<br />
<br />
* The escape menu lower-right text now lists the power-ups the player has picked up, and the modifiers currently operative on the player.<br />
<br />
* To avoid sea-sickness, the momentum logic for the camera now handles small recenterings in a more timely fashion, and avoids swaying back and forth if it doesn't quite fully center.<br />
** Thanks to nas1m for inspiring this change.<br />
<br />
* Fixed several issues preventing gamepad right-stick firing angle from being anything like precise much of the time.<br />
** This may make it too sensitive, if so you can tone it down a bit by adjusting the axis noise cancelling for Fire Up, Fire Down, etc by going to settings -> controls.<br />
<br />
* Arc enemy has been rebalanced and should be less of a complete terror now, though it can tank a bit more damage than before. These changes affect all 3 versions of this enemy.<br />
** Firing rate has been cut in half<br />
** Bullet speed has been lowered<br />
** Movement speed slightly reduced.<br />
** HP increased by a small amount<br />
** Size of the initial bullet has been doubled to make it more noticable<br />
** Thanks to the many people on the forum that pointed out the fact that this enemy was just too irritating to deal with.<br />
<br />
* The Charger's third form now moves slightly slower.<br />
<br />
* The Shifter Core's bullets now move a little slower, and dont stick around quite as long as before.<br />
** Thanks to Gemzo for pointing out the tedium of waiting for those shots to go away.<br />
<br />
*Now you only have one active "main gun", on the left, and your "special" (i.e. missile) weapon is now on the right rather than the aft-central position it used to be.<br />
**While firing the main gun, a short line draws from the special to show where it would fire.<br />
<br />
*Added new key bind: Switch To Next Main Weapon<br />
**If you're carrying an alternate main gun, this switches you to it.<br />
<br />
*Added new key bind: Switch To Next Special Weapon<br />
**Switches your special weapon back and forth from your missile system to your energy system.<br />
<br />
*Your missiles now fire on the key-bind that fires energy weapons; to switch to having it fire the energy weapon you use the new key bind above.<br />
<br />
*Added 2 new high-difficulty enemies, Flak Launcher and Sideshot, both of which are "Fearsome" types and will only appear in certain rooms. <br />
**These are meant to be late-game only enemies and as such are much more dangerous than most others and are intended to provide quite the challenge.<br />
<br />
*Added a couple of new rooms designed for "Fearsome" type enemies, so they have more chances to make an appearance.<br />
<br />
*Added a new "sniper" type of enemy, Blaze Cannon<br />
<br />
*Added a new boss, Aggressor<br />
** Right now this one only has one pattern, but will have another one added later<br />
** This boss is not yet gated by difficulty<br />
** Does not appear until floor 3 or later<br />
<br />
* All of the issues with the analog inputs not being precise are now fixed, finally -- from aiming to moving, including proper dead zones and so on.<br />
<br />
* When you are not aiming anywhere in particular while playing with the gamepad, your guns now rotate to face forward.<br />
<br />
* Exiting the game by pressing escape on the title screen now has a confirm popup to exit the program, rather than simply exiting the program.<br />
** Thanks to garpu for inspiring this change.<br />
<br />
* The player avatars no longer leave any exhaust -- during afterburner or otherwise.<br />
<br />
* After winning 10 runs in a profile, the runs now become 7 floors in length instead of 5.<br />
<br />
* The player bullet effects for their main guns are now clearer/better-looking.<br />
<br />
* The game now has two new ship categories: FinalBoss and SuperFinalBoss.<br />
<br />
* Fixed a bug with do_not_seed_until_x_floors_down, where it was limiting seeding in reverse.<br />
<br />
* Added a bunch of new seed-limiting flags for entities that are all focused around stopping seeding things that you used to seed. Detailed here: https://arcengames.com/mediawiki/index.php?title=Starward_Rogue:XML_-_GameEntity_Definitions#Seed-Limiting_Stuff<br />
<br />
* Now that the game no longer has such a strong momentum-based feel to it -- since we're now doing mechs and not trying to emulate flight some of the time and SHMUPs the other time -- the SMHUP-mode toggle has been demoted to only appear in the settings menu and not also in the start-new-run menu. The number of people using this should be a much-increased minority now.<br />
<br />
* Now that we are a mech instead of a flying ship, afterburners are called "sprint" and "slow down mode" is just called "walk slow."<br />
** On the keyboard, the default mappings for this are now both Ctrl and C, since those are common for crouch.<br />
<br />
* Fixed an issue in previous versions where if you were moving faster than your new top speed (aka sprinting and then no longer sprinting, or moving and then shifting to walk mode), then you would not actually slow down at all!<br />
<br />
* The default controls for a lot of the secondary functions, including sprinting and walking slowly, have been rebound.<br />
** Increased prominence has been given to walking slowly even above sprinting on the gamepad, because the former is more commonly important during battle and thus should be more easily accessible.<br />
<br />
* Added new item pickup xml options:<br />
** frequency_in_item_pools (int, default 100)<br />
*** If this is set to more than 100, then it will show up with greater frequency than it otherwise would -- 200 would mean twice as often as it otherwise would.<br />
*** Similarly, 50 means half as often as usual, and 1 is 1% as often as usual.<br />
<br />
* There is now a small chance of finding keycards in the fragile glass shootable objects.<br />
<br />
* The shop now actually has room definitions!<br />
** Note that the shop functionality hasn't been tested lately, though.<br />
** Also please note that the deposit boxes in these rooms do not yet function.<br />
<br />
* Previously there was an invisible "spawns entities that drop a missile if you have no missiles" spawner in certain rooms that had no way to destroy all enemies without using a missile. This was to prevent situations where the player becomes permanently trapped due to lack of missiles.<br />
** However, this didn't feel right to some players, was confusing to many, and was also exploitable by some. So... yeah. That's gone.<br />
** Now the rule for proper room design is that bombable blocks can be used to block off rewards that are optional, but not main passages or places where enemies are. Makes sense actually!<br />
** Thanks to Pepisolo, mooncows, Bluddy, ElOhTeeBee, and dfinlay for reporting.<br />
<br />
* The game now has an updated development status.<br />
<br />
* The number of player choices has temporarily been reduced to 1, while we're polishing out the mech feel.<br />
<br />
* 600 new shot graphics (12 colors each of 50 shapes) have been added to the image folders, although they are still yet to be integrated into the full game proper.<br />
<br />
* The new mech designs include a cockpit that changes colors/designs as your health gets lower and your shields are on/off. This central cockpit is also brightly colored and the exact size of your hitbox, which is pretty useful for dodging.<br />
** Thanks to ElOhTeeBee and mrhanman for inspiring this change.<br />
<br />
* Something like 35 new rooms? Ish? A lot, anyway.<br />
<br />
== Version 0.203 ==<br />
(Released December 6th, 2015)<br />
<br />
* Further tightened how close you spawn to the door on the other side, because some rooms have interior walls very close to the door spot that you can otherwise get stuck in.<br />
<br />
* Improved the logic for "unstucking" the player from walls.<br />
** Thanks to crazyroosterman for the report and save.<br />
<br />
* Made the Tutorials button just pop up a "Not Ready Yet!" message rather than baiting unsuspecting testers into errors of their doom.<br />
** Thanks to crazyroosterman, Cinth, and ElOhTeeBee for being thus baited.<br />
<br />
* Now when you enter a room where there's no population scripts defined (Shop rooms, Challenge rooms), the game presents a much nicer-sounding not-implemented-yet messages rather than yelling "Error!" and sending you scurrying off to mantis.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
* Fixed a bug where the "Load" button on the Load Bug Report Save screen didn't work, even though double-clicking a save did.<br />
** Thanks to crazyroosterman for finding the bug on the bug report window.<br />
<br />
* Added new settings toggle on the Extras tab: Skip Intro<br />
** If this is on, the game doesn't show the intro when starting a new game.<br />
<br />
* Changed floor generation logic for seeding boss rooms to not allow seeding at the "second farthest" available distance-from-starting-room if that distance is less than 2.<br />
** This should avoid situations where the boss room seeds directly adjacent to the starting room.<br />
** Thanks to Misery for reporting.<br />
<br />
* Fixed a couple bugs in the invisible bouncing-mine emitter (which only launches one mine, right at the start of the room) where there was a few seconds delay before it spawned the mine, which could lead to an... unpleasant surprise.<br />
<br />
* The screenshot key is no longer considered "any key" for the check on whether to close the title screen or the win-or-loss screen.<br />
** Thanks to mrhanman for reporting.<br />
<br />
* Fixed some bugs where not all of the "draw single screen background image" calls were scaling and centering appropriately.<br />
** Thanks to mrhanman for reporting.<br />
<br />
* Added a new boss, "Labyrinth". This is the first non-standard boss, and comes with it's own unique room. Some different tactics are required to deal with this one.<br />
** As this boss uses some new ideas and a completely different style from all of the others, consider this one "experimental" for now. As in, not balanced at all.<br />
** Going along with this, a "buddy" entity for the boss was also added. Four of these will spawn in the room with the boss.<br />
<br />
* Mirror has gained additional weaponry and should be a much more formidable opponent.<br />
** In addition, the nature of the added bullets should prevent exploits from being usable now.<br />
** It's health in both forms has also been doubled.<br />
** No longer spawns until floor 4<br />
<br />
== Version 0.202 ==<br />
(Released December 4th, 2015)<br />
<br />
* Enemies can no longer pass through stationary mines.<br />
<br />
* Fixed some other bugs that could lead to the player spawning on top of the boss, or otherwise not next to the boss room door.<br />
<br />
* Some performance improvements for cases where there are a LOT of bullets flying around (I'm looking at you, Battleswarm).<br />
<br />
* Many other internal progress points toward more items, etc.<br />
<br />
== Version 0.201 ==<br />
(Released December 3rd, 2015)<br />
<br />
* The walls and doors have been updated to the newer visual style.<br />
<br />
* Fixed an issue where doors were drawing too high in the draw order (a relic from a much older version of the game), thus clipping over the ship.<br />
** Thanks to Pepisolo and mrhanman for reporting.<br />
<br />
* More tuning has been done on the handling for the player ships, to make them control substantially better. Part of that is lowering their speeds a bit to be about halfway between where they were last version and in versions prior to that.<br />
** Thanks to mooncows for reporting the speed issue.<br />
<br />
* Fixed up a number of issues with diagonal walls that had odd visual cutoffs.<br />
<br />
* If you get stuck in a wall due to insane speeds it now pushes you out.<br />
** Thanks to Cinth and mrhanman for reporting.<br />
<br />
* The player now has completely unique shots for themselves, so that when you see shots coming off of rebounds or mysterious pipes, etc, you never wonder if they are yours!<br />
<br />
* The repulsor and gravity well now have new graphics.<br />
<br />
== Version 0.200 ==<br />
(Released December 2nd, 2015)<br />
<br />
* Melee weapons (e.g. the implicit ones created from hitboxes by the shot_damage_per_second_from_touching flag) on a one-hitbox entity now have their range adjusted by anything that adjusts the size of that hitbox. This should cover all shot cases.<br />
<br />
* In a pretty major structural change, we're now reading the metadata from images out of central flat files within their folder than out of the image names themselves. This is needed so that when we do pushes of further versions of the game, we don't wind up with images sitting next to old versions of themselves if we change the metadata.<br />
** This is rather important for having the ability to push updates of the game that play nice with the version they're updating.<br />
<br />
* Ctrl+F6 now also reloads the image metadata regarding animations, making it quicker to tune those as we implement them.<br />
<br />
* Fixed bug where the description flag was ignored for all but ships.<br />
<br />
* The DamagePerSecond and DamagePerSecond_IfMoving modifiers have been changed to no longer apply per tick but instead literally per second. So as long as the damage is in whole numbers it should be accurate now, rather than applying at least one damage every tick.<br />
<br />
* Fixed a bug where the behavior flag wasn't working on familiars (for use with familiar_type="NormalShipBehavior")<br />
<br />
* Improved the tracking of SimpleCircleOrbit familiar angle, so that accumulated rounding differences over time didn't put familiars of that type out of sync with each other.<br />
<br />
* Removed the randomness of the distance at which SimpleCircleOrbit familiars are put from the parent entity, to make them look more in sync (previously the ones "inside" would revolve faster, naturally).<br />
<br />
* New keycard graphics!<br />
<br />
* Three new "Arc" enemies have been added, replacing the previous broken "Brick" enemy<br />
<br />
* The graphics for health pickups and credits are now animated and completely different (way more thematically appropriate).<br />
<br />
* Fixed an issue with the angled floor edges flickering above and below the straight ones in rooms.<br />
<br />
* Changed the color of the shop and major item rooms to be greenish instead of blue.<br />
<br />
* The game now has the player ships visually over 0.2 seconds when they make a 180 degree turn, and the appropriate percentage of that when they make smaller turns.<br />
** Most other ships already did an effect of something along these lines, but the player ships were turning instantly, which did feel kind of cheap and odd.<br />
** The key thing is that this doesn't actually impact your movement, it's just a visual thing. Well, it does impact how quickly your guns swing around, but that's a super subtle piece of information. And it doesn't affect how quickly your ship changes direction, which is the key thing.<br />
** Thanks to Bluddy for suggesting.<br />
<br />
* Some corrections and clarifications to the intro story.<br />
<br />
* There is now some simplistic reflection code in place for ships and shots and such as they pass in front of the windows. We'll refine this further in another build.<br />
<br />
* New enemy "Shifter" added<br />
** Though it doesnt seem like much at first, it's a very dangerous enemy. Tip: Clear out everything else in the immediate area before attacking this guy. Be ready to move!<br />
** There is only one version of this enemy for now. It's possible that one is enough.<br />
** This enemy will not spawn until at least floor 4<br />
<br />
* Shrapnel Rose no longer has any safe-spots<br />
** Thanks to The Hunter for reporting<br />
<br />
* Shrapnel Rose has had the color of the bullets in it's second pattern changed<br />
** Thanks to Ptarth for suggesting<br />
<br />
* New Enemy "Charger" added<br />
** This enemy puts out beams to all sides, with limited range, and simply chases you. However, it becomes faster and faster as it takes damage.<br />
** This enemy will not spawn until at least floor 4<br />
<br />
* Fixed a bug where losing one hull health would cause it to show 1.5 empty hull health boxes instead of just 0.5.<br />
<br />
* Fixed a bug where the escape key didn't work to bring you out of the continue/new-run/etc menu (thus preventing a normal way to exit the game at all) after you lost or won a run.<br />
** Thanks to mrhanman and Cinth for reporting.<br />
<br />
* Made mines not trigger on other enemies, unless that enemy had just been knocked back in the last tenth of a second or so.<br />
<br />
* Most AOE shots (notably, player missiles) will no longer chain-explode shots from the same gun fired by the same entity.<br />
<br />
* Ships with a Wanderer AI now pre-check their random destinations to make sure they can move at least half a tile along the designated angle before colliding with the terrain.<br />
<br />
* Fixed a bug where turning via the gamepad analog stick from SW to NW caused a weird hitch in the turn for about a frame.<br />
<br />
* Battleswarm boss now has more HP in both forms<br />
<br />
* Crystal Mother boss now has altered patterns depending on the difficulty level, as does Battleswarm<br />
** The difficulty of the Hard mode patterns for both of these have actually been increased a bit beyond the originals, so these might be tougher than ever<br />
<br />
* The "foreshield" enemies are now named more clearly, and no longer use cueing times, and now have a bit of a glow on their rear ends to make that a bit more noticeable.<br />
<br />
* Now when seeding a boss/miniboss, the game tries to find a type that has not already been seeded this run. If it fails, it falls back on trying to find a type it's only seeded once this run, and so on.<br />
** Thanks to mrhanman for suggesting.<br />
<br />
* The obstacle line laser emitters now have a cue animation telling you when they're about to resume fire.<br />
<br />
* Floors now show scuffs sometimes, and walls now sometimes have some (test, in this case) blinking lights on them. These are mainly test art for us in actually testing out some new engine capabilities that we're integrating.<br />
<br />
* When you try to load a savegame and it fails for whatever reason, it now no longer logs the error to the chat log.<br />
** Instead it prompts you with a more human-readable explanation that there was a problem and asks you to click "Keep" or "Delete", the latter of which will free up the slot for a new save.<br />
<br />
* There is now a slight hovering effect on ships, keeping them moving about.<br />
** Thanks to Bluddy for suggesting.<br />
<br />
* There is now a faintly visible forcefield pulsing in the background in all the "window" areas of ships.<br />
<br />
* Ships and shots have faint reflections against the forcefield.<br />
<br />
* The game has a new icon.<br />
<br />
* Now you get a very small "icon box" tooltip-like thing above and to the right of your ship when you:<br />
** Are over a health, missile, keycard, or credit drop that you cannot pick up because you're full on whatever it is; it shows an icon that you're full.<br />
** Are over an item pickup that isn't automatically picked up; it shows the key to press to pick it up.<br />
** Are over a teleport pad; it shows the key to activate it.<br />
<br />
* The display of enemy health now uses graphical bars.<br />
<br />
* New graphics for player health bar.<br />
<br />
* Now when you've "won" a room all enemy systems are considered disabled, so the obstacle lasers will stop firing, etc.<br />
** Thanks to nas1m for inspiring this change.<br />
<br />
* Added new settings toggle: Afterburners Are Toggled Instead Of Held Down<br />
** When this is on, the afterburner key functions as a toggle instead of something you have to hold down to keep the effect.<br />
** Thanks to nas1m for suggesting.<br />
<br />
* Updated two boss rooms to have slightly more room on the left hand side, thus hopefully avoiding conflicts with players coming into the room there and then spawning inside the boss.<br />
** Thanks to mooncows, Cinth, and mrhanman for reporting.<br />
<br />
* Player familiars with the SimpleCircleOrbit type are now always evenly spaced in a circle around the player.<br />
** And any beyond 8 go in an outer circle a bit further out.<br />
<br />
* Tightened up the door transitions so it doesn't try to put you so far from the door.<br />
<br />
* All of the player main guns and the missile now have muzzle flashes.<br />
<br />
* The dark knight has been rebalanced some to fire a bit faster but have a lower overall DPS.<br />
** Thanks to TheVampire100 for suggesting.<br />
<br />
* The default player ship now moves 50% faster, which should be pleasing to a lot of folks.<br />
<br />
* The hotrod bomber player ship has been removed -- it wasn't unique enough to be worth it for players to have to choose between it and others.<br />
<br />
* There is now a momentum-based movement mode by default that gives more of a feeling of flight to the player ships.<br />
** There is a toggle that lets you easily switch to a more SHMUP-like mode where you're stopping on a dime, too.<br />
** The actual numbers for acceleration and deceleration are easily editable in the file RuntimeData/Configuration/EntitySystem/CMP_PlayerSystems.xml, so if you don't like how ships feel then you can tweak those numbers and make suggestions on things that you do like. The underlying system here is super flexible.<br />
<br />
* The game no longer gives multipliers to health and shields in a generalized sense based on the difficulty level. Instead each player hull now has specialized added health and shields based on the difficulty level that more appropriately mirror what their actual functions are. Previously the easier difficulties could get some absolutely absurd values.<br />
<br />
* The game now has slight kickback on the weapons that are being fired, and slight knockback when they hit non-boss enemies. Definitely helps a bit with the feeling of momentum.<br />
** Note: this doesn't yet apply to special weapons.<br />
<br />
* The camera for the game is now momentum-based rather than being harshly clamped to having the player in the center. This gives a definite feeling of better polish to the game, and makes things like kickback not so jarring.<br />
<br />
== Version 0.137 ==<br />
(Released November 24, 2015)<br />
<br />
* '''All prior savegames are now broken, because we had some substantial things to move around again.'''<br />
<br />
* '''ALSO!! The in-game updater should not be used to upgrade from a version older than this to this version. You'll get strange errors because of old files. It was easier to just send a completely new build to the alpha players.'''<br />
<br />
* All bosses now emit a massive bullet-clearing shockwave upon either death, or phase change. No more deaths from leftover bullets after a boss goes down!<br />
** Thanks to mrhanman for reporting.<br />
<br />
* "Brick" enemy was unfinished and had been leaving static bullets behind that never vanished; it has been disabled until it is finished<br />
** Thanks to dfinlay for reporting<br />
<br />
* New boss "Shrapnel Rose" added<br />
* New boss "Lady Staccato" added<br />
** Note: these bosses are not currently calibrated for "normal" difficulty or below. They only show up on floor 4 or more, though.<br />
<br />
* A lot of stuff from the sub-tileset has moved into the tileset, for purposes of a bit of new organization.<br />
<br />
* The tilesets are now per-floor rather than per-dungeon, and are things that we'll use to indicate depth rather than what sort of ship in general you are in.<br />
<br />
* The sub-tilesets are now per-room rather than per-floor, and are things we'll use to indicate room function (thematically speaking) rather than part-of-ship for the entire floor.<br />
<br />
* The game now has edges that get drawn where the floors meet up with the windows. These can be ragged or orderly or whatever we need, and they help to make the transitions there feel more intentional as well as making things a little less blocky.<br />
<br />
* The game now has shadows! The shadows respond to your movement around the room, making things seem more alive.<br />
<br />
* The game now has some new stencil buffer shaders, which it uses in order to do clipping for shadows to draw properly.<br />
<br />
* The teleporter pads are now smaller, look nicer, and are animated.<br />
<br />
* The standard item pickup plates have been redone in a more cel-shaded style that is better in keeping wiht the main ship art.<br />
<br />
* All of the bombable objects have been redone in the more cel-shaded format.<br />
** The special bombable ones (that have goodies in them) now stand out more)<br />
<br />
* New graphics for the floor panels have been introduced.<br />
<br />
* The game now has angled half-tile floor tiles that it uses, and edges around those as well, in order to make things look a lot more polished and less tile-bound.<br />
<br />
* The game now has a new glass shattering sound effect that it plays when fragile objects break, to make it clearer what they are in an auditory fashion as well as a visual one.<br />
<br />
* The game now supports quick reloading of images using Ctrl+F6, which is really useful for purposes of doing image tweaks.<br />
<br />
* The game now supports angled walls in long sections that were previously "ribbed"-looking with lots of sharp corners.<br />
<br />
* The game now uses an "overhead image" for the walls so that it's not so hugely contrasting with the walls themselves. This makes the overall game feel brighter, and also makes the small sections of wall not feel strange.<br />
<br />
* The graphics for all the walls have been redone to no longer mess with perspective in the way that they previously were.<br />
<br />
* The battleswarm boss has real graphics now, and proper sizing to it.<br />
<br />
* Fixed a bug that was charging you credits for items with a shop cost even outside of the shop.<br />
<br />
* The minimap is now drawn a bit larger in both the menu and in the main view, and also now has a black underlay and border that makes it a lot easier to see the minimap against any form of background.<br />
<br />
* The difference in color between the visited and unvisited rooms on the minimap is now clearer.<br />
<br />
* Going over a teleporter or item pickup now immediately makes it show that tooltip rather than whatever enemy you're shooting or recently shot.<br />
<br />
* There is now a visible missile system on player ships. Only one missile is now fired from it, and it comes from this system rather than from the two main player guns. The missile that is fired also now moves faster and does more damage. The targeting lines also now behave more sensibly between the two modes.<br />
<br />
* Fixed a bug where things that deal different amounts of damage to players and enemies were using the player-level damage against enemies as well.<br />
** Thanks to Mission and TheVampire100 for reporting.<br />
<br />
* Updated the game so that entities that are set to never take damage no longer play any on-hit sounds when shot.<br />
<br />
* The graphics for the Mirror boss have been updated to something nicer-looking and more appropriately threatening.<br />
<br />
* Now if the player has any systems that can be toggled off, are not toggled off, and are disabled for some other reason (lack of energy, for example) then they toggle off and will not automatically resume function if the disabling condition ceases. Otherwise we get stuff like energy draining stuff constantly keeping the energy from regenerating and not functioning long enough at a stretch to be useful.<br />
<br />
* Added modifier target "OnUse_ParentEntityFutureShots" for entity system modifiers.<br />
<br />
* Three new enemies, "Foreshields," have been added. They are the first ones actually in the Attacker_5x5 category.<br />
<br />
* Added a trio of new swarm-type enemies. The first one is considered an Attacker_3x3, whereas the other two are considered chaos-adders, because... well, they are. ;)<br />
** There's a neat Ender's Game style of trick to these particular enemies...<br />
<br />
* Three new "flea" enemies, all of which are Attacker_3x3, have been added.<br />
<br />
* Two new rooms have been added.<br />
<br />
== Version 0.136 ==<br />
(Released November 20th, 2015)<br />
<br />
* ''' All prior savegames are now broken, because it wasn't worth maintaining them yet and we had some things to remove.'''<br />
<br />
* Inversion of a bool accidentally broke the test chamber and starting new runs in existing saves. Facepalm. Fixed.<br />
<br />
* Battleswarm boss temporarily disabled due to high degrees of insanity.<br />
<br />
* Test work is being done on interior backgrounds under the rooms. Temp graphics for now, but testing approaches.<br />
<br />
* Special door graphics are now included for boss doors, doors to evil chambers, and doors to reward chambers and shops. Definitely makes it a lot easier to know where to go without immediately needing to look to your map!<br />
<br />
* The changelog link in the game now actually points to the release notes page (which also now exists).<br />
<br />
* All of the enemies that are those that sit still until you approach them now also wake on being shot, since the alternative was not just confusing -- it was actually annoying even if you knew what was happening.<br />
<br />
* Secret rooms were not actually secret before, and were not showing the doors that you bust open, etc. Now they are!<br />
<br />
* The secret rooms now actually have good stuff in it rather than test stuff.<br />
<br />
* All new graphics for the mysterious circuits.<br />
<br />
* Mysterious circuits now actually say what they do if you know what they do.<br />
** Note: some mysterious circuits are already known from the start of a given run.<br />
<br />
* Improved the display of mysterious circuits so that you can tell what they are if you don't know what one is (aka, you can tell they are "potions").<br />
<br />
* Fixed a bug that was always marking circuits as known to you if you picked them up.<br />
<br />
* When you use a consumable item, it now writes what it did into the message log.<br />
<br />
* The concept of "interior backgrounds" versus "starfields" has been removed. Now it's all either floor (in the room) or a starfield background, end of story. This will let us focus more energy on the rooms themselves in particular (the starfields already seem pretty great).<br />
<br />
* The energy drops have been removed from the game, and energy pickups in general. Energy pickups that were in the map editor are now "random minor items" that might be missiles, health, or more likely a small number of credits.<br />
<br />
* Updated the development status note in the game to reflect the latest.<br />
<br />
* When you shoot enemies, it show shows the last-shot enemy's health down there at the bottom of the screen in the tooltip area. And their name.<br />
<br />
* When you are in a boss room, it now shows the name of the boss and the health down at the bottom of the screen.<br />
** Later on, this and the enemy thing will show health bars.<br />
<br />
* Fixed an issue where mysterious circuits that were not actually assigned to a specific run could still spawn from the item pools containing them.<br />
<br />
* VASTLY improved the gamepad movement, thanks to improved deadzone math.<br />
** There's still a hitch when moving across the West axis, and the aiming reticule movement still leaves a lot to be desired, but none of that is caused by the actual input area of the game now, at least.<br />
<br />
* Fixed up all the issues with the walls having bad overlaps in both images and the code.<br />
** The way that the wall bottoms are shaved off is a bit temp, but it at least prevents the overlap issue.<br />
** There were a ton of issues in this area, so if you were complaining about overlaps or whatnot before, these should all be gone now. Will be interesting to see how that changes the perception of walls.<br />
<br />
* There are now actually some consumables that seed in the freestanding consumable seed spots, and in the after-room reward plates.<br />
<br />
* The game now supports having difficulty level restrictions on specific bullets in bullet patterns, which lets us use our variables to have multiple variants of a boss (or regular enemy) pattern with relative ease, all in one file.<br />
** The first example of this is with Backfire, which now has individual patterns for every difficulty level. Only the one for Normal is what the designer (Misery) actually intended, though, so other difficulty levels should be treated as a bit suspect for the moment.<br />
<br />
* Fixed a bug that was making it so that you couldn't go down a floor without having a bunch of errors.<br />
** And if you tried to back out of the game at this time, it would have some errors that would make it so you couldn't close it, too.<br />
<br />
* The three "Persistence" enemies now do less damage, emit fewer shots, have shots that don't last as long, and have less health.<br />
** Thanks to mrhanman for reporting.<br />
<br />
* "Ammo" weapons still use energy, like before, but energy now recharges from 0 energy to 100 over the course of 7 seconds. Or when you change rooms it moves to full.<br />
** However, energy doesn't recharge for 1 second after you have been firing your energy weapon, so just leaning on your energy weapon is not a great idea.<br />
** Energy can still be upgraded by some passive ship upgrades, meaning that you can use an energy weapon for more shots before having to let it recharge, etc.<br />
** We may have a change where we give some combo bonuses between your main and secondary/ammo/energy weapon (let's just call this secondary from now on). But for now not.<br />
** Also please note that a number of our secondary weapons now need some tuning in light of this change. Aside from in general still needing some work on "feel."<br />
<br />
* On ammo weapons, it now shows their DPS as well as their their energy per second.<br />
<br />
* There is no longer a dedicated full-screen-map window or button, but rather the map is shown in the normal escape menu now. Additionally, the map is shown in a larger scale (twice as large) when on that screen now.<br />
<br />
* A bunch of new powerups have been added to the game.<br />
** Known issue: descriptions are not being shown for powerups.<br />
<br />
* Rather than tapping the main fire button to pick up items and use teleporters now, you press E on the keyboard or you press Start on the 360 controller.<br />
** The Select button is now what is used for the menu on the 360 controller, since that is less convenient to reach than Start when it comes to quickly picking stuff up.<br />
<br />
[[Starward_Rogue:Main|Starward Rogue Main Page]]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Early_Alpha_Release_Notes&diff=27447Starward Rogue:Early Alpha Release Notes2016-01-09T20:57:50Z<p>Zogheen: Test</p>
<hr />
<div><nowiki></nowiki><br />
== Version 0.801 ==<br />
(This isn't done yet, we're still working on it.)<br />
<br />
== Version 0.800 ==<br />
(Released January 9th, 2016)<br />
<br />
'''* You know, there's just so much stuff we didn't even document all of it. This list would be like 5x longer if we had, sorry about that. We don't normally neglect things like that. Also note this eats your savegames again. We won't be keeping that up much longer.'''<br />
<br />
*Added a new slider to the graphics tab of the settings window: Zoom<br />
**If you have a resolution smaller than 1920x1080 you may want to use this to "zoom out" the game area (not the HUD) a bit. Reduces graphical quality somewhat.<br />
**Default: 1, Max Zoom Out: 0.64<br />
**Thanks to Bluddy for inspiring this change.<br />
<br />
* Lasers, Gravity Wells, Repulsors, repeaters (all four kinds), and mysterious pipes can now all be destroyed by missiles.<br />
** Now you can get them out of the way if you really want to, but at some cost.<br />
** Thanks to nas1m for suggesting.<br />
<br />
* Final Boss "Crescendo" added<br />
** This boss has 5 phases<br />
** In the first phase, the boss cannot be damaged until the defending turrets are destroyed.<br />
** Second phase is pretty normal, no unique qualities<br />
** Third and fourth phases both include a shield for the boss; this blocks your bullets and occasionally switches position, requiring you to navigate the bullet swarms in order to position yourself somewhere where you can actually hit it. However, you can use missiles to break it, but it doesn't take long before it simply reappears.<br />
** The fifth phase, the boss loses the shield, but will begin assaulting you directly, creating a minefield as it goes.<br />
** A sixth phase (which would be a second minefield phase) may be added depending on the perceived difficulty of this boss.<br />
<br />
* The patterns for the Charger, and Crystal Mother's third phase have been fixed<br />
<br />
* Crystal Mother now has the first Misery-difficulty-only pattern in the game<br />
<br />
* Multiple turrets added: Accelerator, Blaze, Wave, and Full Range<br />
** These are special indestructible entities for an upcoming room type and will not seed in normal rooms<br />
<br />
* New enemy "Burst Guard" added<br />
<br />
* Some parts of the bullet script have been altered a bit to be ready for difficulty gating<br />
<br />
* Guardian entities "Palisade" and "Sentinel" added<br />
** These appear only in the room of the "true final boss", and they block your path and must be destroyed before you can advance further into the room<br />
<br />
* Room for true final boss added<br />
** This isn't finished yet!<br />
<br />
* Fixed a bug where the replumbing of the axis-based input back on December 18th did not override previous settings for the "alternate right" keybind, and so folks with settings from before that would have their targeting snap directly right after letting go of the movement keys under the keyboard+mouse input scheme.<br />
** Thanks to Penumbra and Bluddy for reporting.<br />
<br />
* Fixed a bug where the energy-restore-on-room-switch logic was happening before the player's modifiers were reapplied, causing it to fill to the default energy cap (100) instead of a bigger number if you'd picked up something that increases your cap (e.g. big leaky battery)<br />
** Thanks to Pepsisolo and crazyroosterman for reporting.<br />
<br />
* Fixed a bug where the "let the player walk into a door even though it's beyond the normal play area" logic didn't exclude locked doors.<br />
** Thanks to Dominus Arbitrationis and crazyroosterman for reporting.<br />
<br />
* Familiars that orbit in a now try to stay within line of sight of the ship they're orbiting, to avoid them going into the walls. Whether this looks less strange, or more, remains to be seen.<br />
<br />
* The whole idea of the "quick change" stuff on the gamepad is gone.<br />
** So is the idea of having multiple main guns. Instead you just swap out your main gun at will, like other systems. And your main gun is always equipped.<br />
<br />
* During the player death animation the player's familiars also die (the player isn't actually dead until the end of that, so it wasn't happening naturally).<br />
** Thanks to Dominus Arbitrationis for suggesting.<br />
<br />
* Gravity well objects (not shots with gravity) now destroy shots that they pull in close. This includes bouncing mines.<br />
<br />
* Bouncing mines now block shots like stationary mines do, which means they can now be destroyed by firing a missile at them (previously they wouldn't block, and thus would not detonate, the missile).<br />
<br />
* Now when you enter a room you spawn mostly inside the door. And until you actually fully enter the room:<br />
** The doors will not shut (so you can go back where you came from, even if there are enemies present)<br />
** You and your familiars are invincible and are ignored for targeting purposes.<br />
** All AI (enemy and your familiars) is disabled.<br />
** All systems (guns, etc) are disabled.<br />
** All gravitational pull is disabled.<br />
** Your familiars do not draw or simulate at all.<br />
*** They fade in quickly when you actually enter the room.<br />
** Thanks to Cinth and donblas for inspiring these changes.<br />
<br />
* Items spawned in secret rooms now cost AP to pick up. 40 for the first, 70 for the second, and so on.<br />
<br />
* New enemy "Snare" added<br />
** The first of the late-game-only enemies, this guy and his alternate versions will not spawn until area 6 or later<br />
<br />
* Enemies and bosses that were previously using placeholder sprites now have their own artwork! I'm pretty sure I didnt miss any...<br />
<br />
* Fixed a bug where melee weapon bullets at the end of their pattern would start moving forward during their "scale out" time.<br />
** Thanks to Pepisolo for reporting.<br />
<br />
* True final boss "Terminus" added<br />
** Appearing only on floor 7 in it's own unique room, this is the game's final goal, and it is guarded by both Palisade and Sentinel, which must be defeated before you can confront this guy.<br />
<br />
* Crystal Mother no longer has the Flak Launcher device that she got from who knows where. That wasnt supposed to be there...<br />
<br />
* Fixed an issue where bullet-pattern bullets would not do the rest of their logic if killed by an AOE explosion.<br />
<br />
* Player missiles now detonate when they hit an enemy shot (still clearing out that shot and any others around it that can be cleared out).<br />
<br />
* The shot-clearing explosions of bosses no longer have a visible component. Additionally, it only affects non-player shots, and causes them to char and black out quickly.<br />
<br />
* New boss "Centrifuge" added<br />
** This guy is a bit experimental, so as of the time of me writing this it is set to not seed.<br />
<br />
== Version 0.207 ==<br />
(Released December 22nd, 2015)<br />
<br />
* Fixed a bug where rooms horizontally flipped were actually flipped and then flipped back to normal, but the laser emitters and mysterious pipe openings were only flipped once, resulting in them pointing the wrong way.<br />
** Thanks to Pepsisolo for reporting.<br />
<br />
* Fixed a bug where charge weapons would not fully update when you switched to a different room, causing their charged states to not work.<br />
** Thanks to Pepsisolo, Misery, and The Hunter for reporting.<br />
<br />
* Fixed a bug where picking up a shop item gave you credits rather than took them away.<br />
** Thanks to Misery for pointing out the unorthodox business model.<br />
<br />
* Made more sure that the "things I've picked up this floor/run" lists are cleared between runs, so you don't run into item-room/AP pedestals with nothing on them.<br />
** Also made it so that if for some reason there really aren't any unlocked items eligible for a pedestal spot (in a shop, for example), it doesn't spawn the pedestal either.<br />
** Thanks to Pepsisolo and The Hunter for reporting.<br />
<br />
* Added new toggle to the New Run screen: Temp Dev Mode<br />
** If this is checked, this single run will essentially be in "developer mode" which allows various debugging features. Since those features can be used to cheat, you won't gain achievements, permanent Ability Points, or long-term stats in this mode.<br />
** A big chunk of what this enables is the "L" menu, where pressing L during the game will bring up a window in the upper-left corner with various nefarious buttons.<br />
** Among them is a new "Unlock All AP Items" button.<br />
** Thanks to The Hunter for inspiring this change.<br />
<br />
* Entities that pass through both wall terrain and non-wall terrain (like Ability Point drops) now also pass through anything else that can block passage.<br />
** Thanks to The Hunter for inspiring this change.<br />
<br />
* Ability Point drops are now immune to gravity/repulsion.<br />
** Thanks to The Hunter for inspiring this change.<br />
<br />
* Fixed a bug in recent versions where on XBox controllers you could not reassign the left and right triggers in the key bindings.<br />
<br />
* The game now uses icons for the gamepad buttons that previously would just show as numbers. This should help with confusion on what each thing is in prompts, etc.<br />
<br />
* There are now 360-specific gamepad button images for when players are using that controller.<br />
<br />
* Energy no longer regenerates over time during play inside rooms.<br />
<br />
* Energy is now fully replenished every time you move between rooms.<br />
<br />
== Version 0.206 ==<br />
(Released December 21st, 2015)<br />
<br />
* Now when you pick up health/missiles/credits/keycards/ability-points it waits part of a second before announcing it, so you get "100x Ability Points" rather than 100 messages in the log.<br />
<br />
* Health pickup announcement now puts it in terms of health boxes rather than health points (2 points per box).<br />
<br />
* Now when you win a room any mines remaining in it go boom.<br />
** Thanks to The Hunter for inspiring this change.<br />
<br />
* Now when enemies drop items on death, and the point would be inaccessible, the game tries to find a nearby open tile to spawn the item on.<br />
** Thanks to Cinth for inspiring this change.<br />
<br />
* Fixed a bug where the boss health bars were relative to the max health of the current and future forms, rather than including previous forms.<br />
<br />
* Fixed a bug where the "do not seed until floor X" and "do not seed on or after floor Y" rules for items, bosses, etc were inverted.<br />
<br />
* Player-directed beam weapons are now blocked by walls.<br />
** Thanks to The Hunter for suggesting.<br />
<br />
* Door traversal now happens by moving into the door, not just touching it.<br />
** Thanks to pumpkin and mooncows for inspiring this change.<br />
<br />
* Fixed an issue in the prior version with the wrong version of the player legs not looking right. Wow glitchy!<br />
** Thanks to Pepisolo and The Hunter for reporting.<br />
<br />
* Fixed some bugs with the quick select always using X and B for that regardless of whether or not LB was held down.<br />
** Thanks to Pepisolo for reporting.<br />
<br />
* Previously, all of our pursuer enemies just had a single category: Pursuer_1x1. However, this was not sufficient to handle some of the small pursuers that really require a lot of room for extra kiting. Looking at you, Charger!<br />
** We've now added a new DeadlyPursuer_1z1 enemy class that is used in fewer rooms and only in appropriate contexts. The Charger now gets seeded there, and future enemies in that general design space will also go there.<br />
** Thanks to The Hunter, crazyroosterman, and others for reporting.<br />
<br />
* The special weapons now have graphics that get swapped in on your mech when you switch between them and the missile launcher.<br />
<br />
* The various special weapons all now have at least provisional recoils set on them.<br />
<br />
* The three Arc enemies are now Pearl enemies and have actual graphics. This also includes new shot graphics for them.<br />
<br />
* The Shifter is now the Chaotic Core instead, and now has real graphics and new shot graphics. It's also now a Chaos_5x5 enemy rather than a Wanderer_3x3, because goodness it does create chaos.<br />
<br />
* Two new versions of the Chaotic Core have been added, and they are dastardly indeed. Actually one is a bit easier and the other one is dastardly.<br />
<br />
== Version 0.205 ==<br />
(Released December 18th, 2015)<br />
<br />
* An awesome new version of the loot chest that both looks nicer and is animated has been added to the game.<br />
** It also now has an unlocking animation, although it does not yet have sound effects during the unlock process (that is planned).<br />
<br />
* A new shop room variant has been added that has a chest in it.<br />
<br />
* The junk-themed rooms now have some even better updated graphics.<br />
<br />
* The game now does a better job of switching out of gamepad mode into keyboard+mouse mode (and thus restoring the mouse cursor to visibility). You no longer have to press a keyboard key for it to happen, but at the same time small jostlings of the mouse should still not cause it to switch.<br />
<br />
*Now tiles in non-boss rooms that normally drop loot after you win the room only have a roughly 10% chance of doing so.<br />
<br />
* The game now uses recoil on the two visible weapons that you have, and there is no longer kickback on your actual player mech itself anymore. We will likely use kickback on some very large weapons, but not these smaller ones (not even missiles).<br />
** Thanks to Pepisolo, TheVampire100, and The Hunter for suggesting we remove the kickback.<br />
<br />
* Added a new option to the map editor that lets us put in very-broken shootable objects that can take some damage, but only explode the one time. It's the third stage of the regular shootable objects.<br />
<br />
* Updated the one big boss room that was exploitable to use the very-broken shootable objects instead of the solid walls.<br />
<br />
* Updated all the existing bosses to use a new boss room in a new giant-sized boss room chamber that has almost no cover but a little extra space to the center to give you buffer between entering the room and facing the boss.<br />
<br />
* All 3 forms of the Charger enemy have had their speed reduced a bit<br />
<br />
* The Shifter and it's core were both mistakenly named "Blue Crystochet", this has been fixed<br />
<br />
* The Shifter Core has had it's movement speed reduced, as well as the speed of it's bullets<br />
** It also no longer spawns on it's own; no more sudden explosive attacks from this crazy thing the moment you enter a room!<br />
<br />
* The number of health shards required for a new health box has been increased for normal difficulty and higher.<br />
<br />
* The text in the escape menu now talks about the Current Run instead of the Current Campaign, and the formatting is better and now has the amount of time spent in the current run rather than since the entire save slot was started.<br />
** In here you can also see your stored ability points now for more than one run, and your unlocked item and enemy counts.<br />
<br />
* Glass pots now have a 90% chance of dropping something rather than a 40% chance.<br />
** They also now drop ability points much more commonly than anything else, so that they can drop something low-value (individually-speaking) and not flood the player with health and whatnot.<br />
<br />
* The laser sight of the mech is now always visible.<br />
** Thanks to TheVampire100 for suggesting.<br />
<br />
* There is no longer a default keybind for zooming on the gamepad. We want to move away from there being much in the way of zooming anyhow -- the only reason it's there at all is for people with other screen resolutions.<br />
<br />
* Fixed some issues with the calculation of the location of the reticule on the mouse controls that were making it bonkers at times.<br />
<br />
* Missiles no longer ever slide along walls. However, players can no longer accidentally friendly-fire themselves with missiles, either.<br />
<br />
* The range of missiles has been cut from 2000 to 1000.<br />
<br />
* Fixed an issue where area of effect shots were playing the on-hit sound twice, and also ignoring the "don't play a sound if no damage was done" rule.<br />
<br />
* There is now a slight angling-inward of the systems that you have equipped that points shots more to the center of where your mouse cursor is rather than on parallel tracks beside it. It's not as extreme as the aiming was in prior versions, as the firing angle offset is still fixed. But it makes aiming at a distance more accurate when you're trying to hit a small target.<br />
** Thanks to mooncows for reporting.<br />
<br />
* Fixed several layer-ordering issues that were causing some oddities when on the very far sides of extra-long rooms, among other things.<br />
** Thanks to The Hunter and Pepisolo for reporting.<br />
<br />
* Fixed a bug where rooms with non-symmetrical door locations (NE and SW right now) could wind up with their doors permanently blocked in some cases because of flipped tiles inside the room. Those rooms just no longer flip the tiles.<br />
<br />
* Fixed a bug where the game could get very loud with lots of sounds stacking on top of one another.<br />
** Thanks to The Hunter for reporting.<br />
<br />
* Now at the end of a floor, or a run, you get a stats screen.<br />
<br />
* Now when the player takes fatal damage, there's a short period where:<br />
** the player's still there<br />
** is made invisible<br />
** emits a normal death explosion (that shattering effect)<br />
** the simulation slows down to about 20% speed just to make sure you notice that the game has owned you again<br />
** then you're shown the end-of-run stats<br />
** Thanks to Cinth and others for inspiring these changes.<br />
<br />
* The visual for ability points now uses the blue version of what was previously credits. It was too confusing what credits were in practice while playing, but this animation works great for ability points.<br />
<br />
* A new graphic for credits has been implemented, based on the same concept in Bionic Dues. (Hey, why not tie things together.)<br />
<br />
* The bottom-left HUD now shows whichever system is active for your special weapon button, and shows what your inactive system is (if there is one).<br />
<br />
* There are now sound effects for when you die and for when you fire missiles.<br />
<br />
* Lots of new item updates, as with all of our new builds.<br />
<br />
* The gating of items behind floors and ability point unlocks is now in place.<br />
<br />
=== Gamepad Updates ===<br />
<br />
* Thanks to the insanity of how unity 3D maps some of the internal stuff for xbox 360 controllers on multiple platforms in particular, we've replumbed all of the axis-based stuff (the analog sticks and d-pad) so that they are checked differently now, and are consistent between platforms. Other types of gamepads will continue to use the regular unity internal stuff, but now the 360 controllers will behave better and have the proper defaults on all OSes.<br />
** Well, they should. We've not actually tested it yet outside of windows.<br />
<br />
* All of the xbox controller settings should now be consistent across platforms for the buttons themselves, too.<br />
<br />
* At long last fixed the core issue with the 360 controls (well, aside from the cross-platform stuff): the left and right triggers can now both independently be used. Previously they would cancel one another out.<br />
<br />
* The gamepad controls have been revamped once more. There are no longer any functions mapped to the analog stick clicks.<br />
** The run button is now RB rather than LB.<br />
** The menu button is now Start, like you'd expect.<br />
** The use consumable button is now Back, which is inconvenient but the most convenient we could think of for something used that infrequently (relatively speaking).<br />
** Interact/use is now LB, which is much easier to reach. And it's also easier to use while moving and firing at the same time if need be.<br />
** Holding down LB now activates the gamepad zoom mode, which we may or may not keep on as a default. But it does seem to work pretty well.<br />
** Holding down LB now activates a whole new "quick switch" mode for weapons, which causes the X button to switch between your missiles and special weapon, and your B button to cycle your main weapons.<br />
*** This was a big reason that the interact button was made LB instead of RB: LB+X is easy, where RB+X is a contortionist move.<br />
<br />
=== Ability Points ===<br />
<br />
* There's now an "ability points bar" near your minimap.<br />
** It has four blocks; the bottom fills at 100 points, the next fills when your total is 400, the third when your total is 1200, and the fourth when your total is 2400.<br />
<br />
* When you go to the next floor, you gain permanently (stays between runs) any ability points in a full capsule (or in the bottom capsule, if none are full), and lose any excess on top of that.<br />
<br />
* If a capsule is full, you cannot lose points below that threshold during the floor.<br />
<br />
* Enemies drop ability points when you kill them.<br />
** They sit and glow for a short time, then hunt you down with unerring accuracy and stuff themselves into your inventory.<br />
<br />
* Every second you spend in a room with enemies (i.e. before you win the room) you lose 0.2 AP.<br />
* Every time you get damaged (regardless of how much the damage was for, just more than zero) you lose 10 AP.<br />
* When you die, whatever AP you were carrying (regardless of full/partial capsules) goes to your permanent balance.<br />
<br />
*When you go to the next floor, your accuracy during the floor you're leaving gives you bonus AP.<br />
<br />
*When you start a new run, if you have enough AP to afford anything, the first starting room will have one or more items to choose from. <br />
**Some you have to pay a certain amount to unlock, and they will seed normally in the future. You also get a copy for that run.<br />
**Others you don't have to unlock (because you already did, or because it just doesn't need it) and you can spend AP to buy a copy for that run.<br />
**Either way the other items available for AP disappear when you buy one.<br />
<br />
*In shops you may find Deposit Boxes, which allow you to spend credits to earn permanent AP (that's not subject to how you do the rest of the floor/run).<br />
<br />
== Version 0.204 ==<br />
(Released December 15th, 2015)<br />
<br />
*There was an incident involving a tea cup, a banana, and a sledgehammer. We broke all old saves again.<br />
**(actually it's because the gun layout on player ships is so different now)<br />
<br />
* Substantially improved the effectiveness of the pathfinding used by player-following familiars (the ones that use pathfinding, anyway), and to a lesser degree the enemies that chase the player via pathfinding.<br />
<br />
* Now non-boss rooms have a 50% chance of flipping the room population script horizontally, and a further 50% chance of doing so vertically. Relevant laser emitters have their directions reversed.<br />
<br />
* Dumbfire weapons are no longer inherently unable to home, since homing range can now be finite.<br />
** Thanks to Pepisolo for inspiring this change.<br />
<br />
* New keybind: Slow Down (defaults to C and Ctrl and left trigger on the 360 controller)<br />
** Hold down to enter slow-down mode, which lets you move roughly half as fast as normal so you have more precise control to evade bullets.<br />
** If both it and afterburner are on, slow-down takes precedence on the actual movement speed.<br />
** Follows to the "make afterburner a toggle" setting, so if that is set Z will toggle slow-down on and off without you having to hold the key.<br />
** This may be removed if further work on movement and speed makes it less necessary.<br />
<br />
* The escape menu lower-right text now lists the power-ups the player has picked up, and the modifiers currently operative on the player.<br />
<br />
* To avoid sea-sickness, the momentum logic for the camera now handles small recenterings in a more timely fashion, and avoids swaying back and forth if it doesn't quite fully center.<br />
** Thanks to nas1m for inspiring this change.<br />
<br />
* Fixed several issues preventing gamepad right-stick firing angle from being anything like precise much of the time.<br />
** This may make it too sensitive, if so you can tone it down a bit by adjusting the axis noise cancelling for Fire Up, Fire Down, etc by going to settings -> controls.<br />
<br />
* Arc enemy has been rebalanced and should be less of a complete terror now, though it can tank a bit more damage than before. These changes affect all 3 versions of this enemy.<br />
** Firing rate has been cut in half<br />
** Bullet speed has been lowered<br />
** Movement speed slightly reduced.<br />
** HP increased by a small amount<br />
** Size of the initial bullet has been doubled to make it more noticable<br />
** Thanks to the many people on the forum that pointed out the fact that this enemy was just too irritating to deal with.<br />
<br />
* The Charger's third form now moves slightly slower.<br />
<br />
* The Shifter Core's bullets now move a little slower, and dont stick around quite as long as before.<br />
** Thanks to Gemzo for pointing out the tedium of waiting for those shots to go away.<br />
<br />
*Now you only have one active "main gun", on the left, and your "special" (i.e. missile) weapon is now on the right rather than the aft-central position it used to be.<br />
**While firing the main gun, a short line draws from the special to show where it would fire.<br />
<br />
*Added new key bind: Switch To Next Main Weapon<br />
**If you're carrying an alternate main gun, this switches you to it.<br />
<br />
*Added new key bind: Switch To Next Special Weapon<br />
**Switches your special weapon back and forth from your missile system to your energy system.<br />
<br />
*Your missiles now fire on the key-bind that fires energy weapons; to switch to having it fire the energy weapon you use the new key bind above.<br />
<br />
*Added 2 new high-difficulty enemies, Flak Launcher and Sideshot, both of which are "Fearsome" types and will only appear in certain rooms. <br />
**These are meant to be late-game only enemies and as such are much more dangerous than most others and are intended to provide quite the challenge.<br />
<br />
*Added a couple of new rooms designed for "Fearsome" type enemies, so they have more chances to make an appearance.<br />
<br />
*Added a new "sniper" type of enemy, Blaze Cannon<br />
<br />
*Added a new boss, Aggressor<br />
** Right now this one only has one pattern, but will have another one added later<br />
** This boss is not yet gated by difficulty<br />
** Does not appear until floor 3 or later<br />
<br />
* All of the issues with the analog inputs not being precise are now fixed, finally -- from aiming to moving, including proper dead zones and so on.<br />
<br />
* When you are not aiming anywhere in particular while playing with the gamepad, your guns now rotate to face forward.<br />
<br />
* Exiting the game by pressing escape on the title screen now has a confirm popup to exit the program, rather than simply exiting the program.<br />
** Thanks to garpu for inspiring this change.<br />
<br />
* The player avatars no longer leave any exhaust -- during afterburner or otherwise.<br />
<br />
* After winning 10 runs in a profile, the runs now become 7 floors in length instead of 5.<br />
<br />
* The player bullet effects for their main guns are now clearer/better-looking.<br />
<br />
* The game now has two new ship categories: FinalBoss and SuperFinalBoss.<br />
<br />
* Fixed a bug with do_not_seed_until_x_floors_down, where it was limiting seeding in reverse.<br />
<br />
* Added a bunch of new seed-limiting flags for entities that are all focused around stopping seeding things that you used to seed. Detailed here: https://arcengames.com/mediawiki/index.php?title=Starward_Rogue:XML_-_GameEntity_Definitions#Seed-Limiting_Stuff<br />
<br />
* Now that the game no longer has such a strong momentum-based feel to it -- since we're now doing mechs and not trying to emulate flight some of the time and SHMUPs the other time -- the SMHUP-mode toggle has been demoted to only appear in the settings menu and not also in the start-new-run menu. The number of people using this should be a much-increased minority now.<br />
<br />
* Now that we are a mech instead of a flying ship, afterburners are called "sprint" and "slow down mode" is just called "walk slow."<br />
** On the keyboard, the default mappings for this are now both Ctrl and C, since those are common for crouch.<br />
<br />
* Fixed an issue in previous versions where if you were moving faster than your new top speed (aka sprinting and then no longer sprinting, or moving and then shifting to walk mode), then you would not actually slow down at all!<br />
<br />
* The default controls for a lot of the secondary functions, including sprinting and walking slowly, have been rebound.<br />
** Increased prominence has been given to walking slowly even above sprinting on the gamepad, because the former is more commonly important during battle and thus should be more easily accessible.<br />
<br />
* Added new item pickup xml options:<br />
** frequency_in_item_pools (int, default 100)<br />
*** If this is set to more than 100, then it will show up with greater frequency than it otherwise would -- 200 would mean twice as often as it otherwise would.<br />
*** Similarly, 50 means half as often as usual, and 1 is 1% as often as usual.<br />
<br />
* There is now a small chance of finding keycards in the fragile glass shootable objects.<br />
<br />
* The shop now actually has room definitions!<br />
** Note that the shop functionality hasn't been tested lately, though.<br />
** Also please note that the deposit boxes in these rooms do not yet function.<br />
<br />
* Previously there was an invisible "spawns entities that drop a missile if you have no missiles" spawner in certain rooms that had no way to destroy all enemies without using a missile. This was to prevent situations where the player becomes permanently trapped due to lack of missiles.<br />
** However, this didn't feel right to some players, was confusing to many, and was also exploitable by some. So... yeah. That's gone.<br />
** Now the rule for proper room design is that bombable blocks can be used to block off rewards that are optional, but not main passages or places where enemies are. Makes sense actually!<br />
** Thanks to Pepisolo, mooncows, Bluddy, ElOhTeeBee, and dfinlay for reporting.<br />
<br />
* The game now has an updated development status.<br />
<br />
* The number of player choices has temporarily been reduced to 1, while we're polishing out the mech feel.<br />
<br />
* 600 new shot graphics (12 colors each of 50 shapes) have been added to the image folders, although they are still yet to be integrated into the full game proper.<br />
<br />
* The new mech designs include a cockpit that changes colors/designs as your health gets lower and your shields are on/off. This central cockpit is also brightly colored and the exact size of your hitbox, which is pretty useful for dodging.<br />
** Thanks to ElOhTeeBee and mrhanman for inspiring this change.<br />
<br />
* Something like 35 new rooms? Ish? A lot, anyway.<br />
<br />
== Version 0.203 ==<br />
(Released December 6th, 2015)<br />
<br />
* Further tightened how close you spawn to the door on the other side, because some rooms have interior walls very close to the door spot that you can otherwise get stuck in.<br />
<br />
* Improved the logic for "unstucking" the player from walls.<br />
** Thanks to crazyroosterman for the report and save.<br />
<br />
* Made the Tutorials button just pop up a "Not Ready Yet!" message rather than baiting unsuspecting testers into errors of their doom.<br />
** Thanks to crazyroosterman, Cinth, and ElOhTeeBee for being thus baited.<br />
<br />
* Now when you enter a room where there's no population scripts defined (Shop rooms, Challenge rooms), the game presents a much nicer-sounding not-implemented-yet messages rather than yelling "Error!" and sending you scurrying off to mantis.<br />
** Thanks to crazyroosterman for reporting.<br />
<br />
* Fixed a bug where the "Load" button on the Load Bug Report Save screen didn't work, even though double-clicking a save did.<br />
** Thanks to crazyroosterman for finding the bug on the bug report window.<br />
<br />
* Added new settings toggle on the Extras tab: Skip Intro<br />
** If this is on, the game doesn't show the intro when starting a new game.<br />
<br />
* Changed floor generation logic for seeding boss rooms to not allow seeding at the "second farthest" available distance-from-starting-room if that distance is less than 2.<br />
** This should avoid situations where the boss room seeds directly adjacent to the starting room.<br />
** Thanks to Misery for reporting.<br />
<br />
* Fixed a couple bugs in the invisible bouncing-mine emitter (which only launches one mine, right at the start of the room) where there was a few seconds delay before it spawned the mine, which could lead to an... unpleasant surprise.<br />
<br />
* The screenshot key is no longer considered "any key" for the check on whether to close the title screen or the win-or-loss screen.<br />
** Thanks to mrhanman for reporting.<br />
<br />
* Fixed some bugs where not all of the "draw single screen background image" calls were scaling and centering appropriately.<br />
** Thanks to mrhanman for reporting.<br />
<br />
* Added a new boss, "Labyrinth". This is the first non-standard boss, and comes with it's own unique room. Some different tactics are required to deal with this one.<br />
** As this boss uses some new ideas and a completely different style from all of the others, consider this one "experimental" for now. As in, not balanced at all.<br />
** Going along with this, a "buddy" entity for the boss was also added. Four of these will spawn in the room with the boss.<br />
<br />
* Mirror has gained additional weaponry and should be a much more formidable opponent.<br />
** In addition, the nature of the added bullets should prevent exploits from being usable now.<br />
** It's health in both forms has also been doubled.<br />
** No longer spawns until floor 4<br />
<br />
== Version 0.202 ==<br />
(Released December 4th, 2015)<br />
<br />
* Enemies can no longer pass through stationary mines.<br />
<br />
* Fixed some other bugs that could lead to the player spawning on top of the boss, or otherwise not next to the boss room door.<br />
<br />
* Some performance improvements for cases where there are a LOT of bullets flying around (I'm looking at you, Battleswarm).<br />
<br />
* Many other internal progress points toward more items, etc.<br />
<br />
== Version 0.201 ==<br />
(Released December 3rd, 2015)<br />
<br />
* The walls and doors have been updated to the newer visual style.<br />
<br />
* Fixed an issue where doors were drawing too high in the draw order (a relic from a much older version of the game), thus clipping over the ship.<br />
** Thanks to Pepisolo and mrhanman for reporting.<br />
<br />
* More tuning has been done on the handling for the player ships, to make them control substantially better. Part of that is lowering their speeds a bit to be about halfway between where they were last version and in versions prior to that.<br />
** Thanks to mooncows for reporting the speed issue.<br />
<br />
* Fixed up a number of issues with diagonal walls that had odd visual cutoffs.<br />
<br />
* If you get stuck in a wall due to insane speeds it now pushes you out.<br />
** Thanks to Cinth and mrhanman for reporting.<br />
<br />
* The player now has completely unique shots for themselves, so that when you see shots coming off of rebounds or mysterious pipes, etc, you never wonder if they are yours!<br />
<br />
* The repulsor and gravity well now have new graphics.<br />
<br />
== Version 0.200 ==<br />
(Released December 2nd, 2015)<br />
<br />
* Melee weapons (e.g. the implicit ones created from hitboxes by the shot_damage_per_second_from_touching flag) on a one-hitbox entity now have their range adjusted by anything that adjusts the size of that hitbox. This should cover all shot cases.<br />
<br />
* In a pretty major structural change, we're now reading the metadata from images out of central flat files within their folder than out of the image names themselves. This is needed so that when we do pushes of further versions of the game, we don't wind up with images sitting next to old versions of themselves if we change the metadata.<br />
** This is rather important for having the ability to push updates of the game that play nice with the version they're updating.<br />
<br />
* Ctrl+F6 now also reloads the image metadata regarding animations, making it quicker to tune those as we implement them.<br />
<br />
* Fixed bug where the description flag was ignored for all but ships.<br />
<br />
* The DamagePerSecond and DamagePerSecond_IfMoving modifiers have been changed to no longer apply per tick but instead literally per second. So as long as the damage is in whole numbers it should be accurate now, rather than applying at least one damage every tick.<br />
<br />
* Fixed a bug where the behavior flag wasn't working on familiars (for use with familiar_type="NormalShipBehavior")<br />
<br />
* Improved the tracking of SimpleCircleOrbit familiar angle, so that accumulated rounding differences over time didn't put familiars of that type out of sync with each other.<br />
<br />
* Removed the randomness of the distance at which SimpleCircleOrbit familiars are put from the parent entity, to make them look more in sync (previously the ones "inside" would revolve faster, naturally).<br />
<br />
* New keycard graphics!<br />
<br />
* Three new "Arc" enemies have been added, replacing the previous broken "Brick" enemy<br />
<br />
* The graphics for health pickups and credits are now animated and completely different (way more thematically appropriate).<br />
<br />
* Fixed an issue with the angled floor edges flickering above and below the straight ones in rooms.<br />
<br />
* Changed the color of the shop and major item rooms to be greenish instead of blue.<br />
<br />
* The game now has the player ships visually over 0.2 seconds when they make a 180 degree turn, and the appropriate percentage of that when they make smaller turns.<br />
** Most other ships already did an effect of something along these lines, but the player ships were turning instantly, which did feel kind of cheap and odd.<br />
** The key thing is that this doesn't actually impact your movement, it's just a visual thing. Well, it does impact how quickly your guns swing around, but that's a super subtle piece of information. And it doesn't affect how quickly your ship changes direction, which is the key thing.<br />
** Thanks to Bluddy for suggesting.<br />
<br />
* Some corrections and clarifications to the intro story.<br />
<br />
* There is now some simplistic reflection code in place for ships and shots and such as they pass in front of the windows. We'll refine this further in another build.<br />
<br />
* New enemy "Shifter" added<br />
** Though it doesnt seem like much at first, it's a very dangerous enemy. Tip: Clear out everything else in the immediate area before attacking this guy. Be ready to move!<br />
** There is only one version of this enemy for now. It's possible that one is enough.<br />
** This enemy will not spawn until at least floor 4<br />
<br />
* Shrapnel Rose no longer has any safe-spots<br />
** Thanks to The Hunter for reporting<br />
<br />
* Shrapnel Rose has had the color of the bullets in it's second pattern changed<br />
** Thanks to Ptarth for suggesting<br />
<br />
* New Enemy "Charger" added<br />
** This enemy puts out beams to all sides, with limited range, and simply chases you. However, it becomes faster and faster as it takes damage.<br />
** This enemy will not spawn until at least floor 4<br />
<br />
* Fixed a bug where losing one hull health would cause it to show 1.5 empty hull health boxes instead of just 0.5.<br />
<br />
* Fixed a bug where the escape key didn't work to bring you out of the continue/new-run/etc menu (thus preventing a normal way to exit the game at all) after you lost or won a run.<br />
** Thanks to mrhanman and Cinth for reporting.<br />
<br />
* Made mines not trigger on other enemies, unless that enemy had just been knocked back in the last tenth of a second or so.<br />
<br />
* Most AOE shots (notably, player missiles) will no longer chain-explode shots from the same gun fired by the same entity.<br />
<br />
* Ships with a Wanderer AI now pre-check their random destinations to make sure they can move at least half a tile along the designated angle before colliding with the terrain.<br />
<br />
* Fixed a bug where turning via the gamepad analog stick from SW to NW caused a weird hitch in the turn for about a frame.<br />
<br />
* Battleswarm boss now has more HP in both forms<br />
<br />
* Crystal Mother boss now has altered patterns depending on the difficulty level, as does Battleswarm<br />
** The difficulty of the Hard mode patterns for both of these have actually been increased a bit beyond the originals, so these might be tougher than ever<br />
<br />
* The "foreshield" enemies are now named more clearly, and no longer use cueing times, and now have a bit of a glow on their rear ends to make that a bit more noticeable.<br />
<br />
* Now when seeding a boss/miniboss, the game tries to find a type that has not already been seeded this run. If it fails, it falls back on trying to find a type it's only seeded once this run, and so on.<br />
** Thanks to mrhanman for suggesting.<br />
<br />
* The obstacle line laser emitters now have a cue animation telling you when they're about to resume fire.<br />
<br />
* Floors now show scuffs sometimes, and walls now sometimes have some (test, in this case) blinking lights on them. These are mainly test art for us in actually testing out some new engine capabilities that we're integrating.<br />
<br />
* When you try to load a savegame and it fails for whatever reason, it now no longer logs the error to the chat log.<br />
** Instead it prompts you with a more human-readable explanation that there was a problem and asks you to click "Keep" or "Delete", the latter of which will free up the slot for a new save.<br />
<br />
* There is now a slight hovering effect on ships, keeping them moving about.<br />
** Thanks to Bluddy for suggesting.<br />
<br />
* There is now a faintly visible forcefield pulsing in the background in all the "window" areas of ships.<br />
<br />
* Ships and shots have faint reflections against the forcefield.<br />
<br />
* The game has a new icon.<br />
<br />
* Now you get a very small "icon box" tooltip-like thing above and to the right of your ship when you:<br />
** Are over a health, missile, keycard, or credit drop that you cannot pick up because you're full on whatever it is; it shows an icon that you're full.<br />
** Are over an item pickup that isn't automatically picked up; it shows the key to press to pick it up.<br />
** Are over a teleport pad; it shows the key to activate it.<br />
<br />
* The display of enemy health now uses graphical bars.<br />
<br />
* New graphics for player health bar.<br />
<br />
* Now when you've "won" a room all enemy systems are considered disabled, so the obstacle lasers will stop firing, etc.<br />
** Thanks to nas1m for inspiring this change.<br />
<br />
* Added new settings toggle: Afterburners Are Toggled Instead Of Held Down<br />
** When this is on, the afterburner key functions as a toggle instead of something you have to hold down to keep the effect.<br />
** Thanks to nas1m for suggesting.<br />
<br />
* Updated two boss rooms to have slightly more room on the left hand side, thus hopefully avoiding conflicts with players coming into the room there and then spawning inside the boss.<br />
** Thanks to mooncows, Cinth, and mrhanman for reporting.<br />
<br />
* Player familiars with the SimpleCircleOrbit type are now always evenly spaced in a circle around the player.<br />
** And any beyond 8 go in an outer circle a bit further out.<br />
<br />
* Tightened up the door transitions so it doesn't try to put you so far from the door.<br />
<br />
* All of the player main guns and the missile now have muzzle flashes.<br />
<br />
* The dark knight has been rebalanced some to fire a bit faster but have a lower overall DPS.<br />
** Thanks to TheVampire100 for suggesting.<br />
<br />
* The default player ship now moves 50% faster, which should be pleasing to a lot of folks.<br />
<br />
* The hotrod bomber player ship has been removed -- it wasn't unique enough to be worth it for players to have to choose between it and others.<br />
<br />
* There is now a momentum-based movement mode by default that gives more of a feeling of flight to the player ships.<br />
** There is a toggle that lets you easily switch to a more SHMUP-like mode where you're stopping on a dime, too.<br />
** The actual numbers for acceleration and deceleration are easily editable in the file RuntimeData/Configuration/EntitySystem/CMP_PlayerSystems.xml, so if you don't like how ships feel then you can tweak those numbers and make suggestions on things that you do like. The underlying system here is super flexible.<br />
<br />
* The game no longer gives multipliers to health and shields in a generalized sense based on the difficulty level. Instead each player hull now has specialized added health and shields based on the difficulty level that more appropriately mirror what their actual functions are. Previously the easier difficulties could get some absolutely absurd values.<br />
<br />
* The game now has slight kickback on the weapons that are being fired, and slight knockback when they hit non-boss enemies. Definitely helps a bit with the feeling of momentum.<br />
** Note: this doesn't yet apply to special weapons.<br />
<br />
* The camera for the game is now momentum-based rather than being harshly clamped to having the player in the center. This gives a definite feeling of better polish to the game, and makes things like kickback not so jarring.<br />
<br />
== Version 0.137 ==<br />
(Released November 24, 2015)<br />
<br />
* '''All prior savegames are now broken, because we had some substantial things to move around again.'''<br />
<br />
* '''ALSO!! The in-game updater should not be used to upgrade from a version older than this to this version. You'll get strange errors because of old files. It was easier to just send a completely new build to the alpha players.'''<br />
<br />
* All bosses now emit a massive bullet-clearing shockwave upon either death, or phase change. No more deaths from leftover bullets after a boss goes down!<br />
** Thanks to mrhanman for reporting.<br />
<br />
* "Brick" enemy was unfinished and had been leaving static bullets behind that never vanished; it has been disabled until it is finished<br />
** Thanks to dfinlay for reporting<br />
<br />
* New boss "Shrapnel Rose" added<br />
* New boss "Lady Staccato" added<br />
** Note: these bosses are not currently calibrated for "normal" difficulty or below. They only show up on floor 4 or more, though.<br />
<br />
* A lot of stuff from the sub-tileset has moved into the tileset, for purposes of a bit of new organization.<br />
<br />
* The tilesets are now per-floor rather than per-dungeon, and are things that we'll use to indicate depth rather than what sort of ship in general you are in.<br />
<br />
* The sub-tilesets are now per-room rather than per-floor, and are things we'll use to indicate room function (thematically speaking) rather than part-of-ship for the entire floor.<br />
<br />
* The game now has edges that get drawn where the floors meet up with the windows. These can be ragged or orderly or whatever we need, and they help to make the transitions there feel more intentional as well as making things a little less blocky.<br />
<br />
* The game now has shadows! The shadows respond to your movement around the room, making things seem more alive.<br />
<br />
* The game now has some new stencil buffer shaders, which it uses in order to do clipping for shadows to draw properly.<br />
<br />
* The teleporter pads are now smaller, look nicer, and are animated.<br />
<br />
* The standard item pickup plates have been redone in a more cel-shaded style that is better in keeping wiht the main ship art.<br />
<br />
* All of the bombable objects have been redone in the more cel-shaded format.<br />
** The special bombable ones (that have goodies in them) now stand out more)<br />
<br />
* New graphics for the floor panels have been introduced.<br />
<br />
* The game now has angled half-tile floor tiles that it uses, and edges around those as well, in order to make things look a lot more polished and less tile-bound.<br />
<br />
* The game now has a new glass shattering sound effect that it plays when fragile objects break, to make it clearer what they are in an auditory fashion as well as a visual one.<br />
<br />
* The game now supports quick reloading of images using Ctrl+F6, which is really useful for purposes of doing image tweaks.<br />
<br />
* The game now supports angled walls in long sections that were previously "ribbed"-looking with lots of sharp corners.<br />
<br />
* The game now uses an "overhead image" for the walls so that it's not so hugely contrasting with the walls themselves. This makes the overall game feel brighter, and also makes the small sections of wall not feel strange.<br />
<br />
* The graphics for all the walls have been redone to no longer mess with perspective in the way that they previously were.<br />
<br />
* The battleswarm boss has real graphics now, and proper sizing to it.<br />
<br />
* Fixed a bug that was charging you credits for items with a shop cost even outside of the shop.<br />
<br />
* The minimap is now drawn a bit larger in both the menu and in the main view, and also now has a black underlay and border that makes it a lot easier to see the minimap against any form of background.<br />
<br />
* The difference in color between the visited and unvisited rooms on the minimap is now clearer.<br />
<br />
* Going over a teleporter or item pickup now immediately makes it show that tooltip rather than whatever enemy you're shooting or recently shot.<br />
<br />
* There is now a visible missile system on player ships. Only one missile is now fired from it, and it comes from this system rather than from the two main player guns. The missile that is fired also now moves faster and does more damage. The targeting lines also now behave more sensibly between the two modes.<br />
<br />
* Fixed a bug where things that deal different amounts of damage to players and enemies were using the player-level damage against enemies as well.<br />
** Thanks to Mission and TheVampire100 for reporting.<br />
<br />
* Updated the game so that entities that are set to never take damage no longer play any on-hit sounds when shot.<br />
<br />
* The graphics for the Mirror boss have been updated to something nicer-looking and more appropriately threatening.<br />
<br />
* Now if the player has any systems that can be toggled off, are not toggled off, and are disabled for some other reason (lack of energy, for example) then they toggle off and will not automatically resume function if the disabling condition ceases. Otherwise we get stuff like energy draining stuff constantly keeping the energy from regenerating and not functioning long enough at a stretch to be useful.<br />
<br />
* Added modifier target "OnUse_ParentEntityFutureShots" for entity system modifiers.<br />
<br />
* Three new enemies, "Foreshields," have been added. They are the first ones actually in the Attacker_5x5 category.<br />
<br />
* Added a trio of new swarm-type enemies. The first one is considered an Attacker_3x3, whereas the other two are considered chaos-adders, because... well, they are. ;)<br />
** There's a neat Ender's Game style of trick to these particular enemies...<br />
<br />
* Three new "flea" enemies, all of which are Attacker_3x3, have been added.<br />
<br />
* Two new rooms have been added.<br />
<br />
== Version 0.136 ==<br />
(Released November 20th, 2015)<br />
<br />
* ''' All prior savegames are now broken, because it wasn't worth maintaining them yet and we had some things to remove.'''<br />
<br />
* Inversion of a bool accidentally broke the test chamber and starting new runs in existing saves. Facepalm. Fixed.<br />
<br />
* Battleswarm boss temporarily disabled due to high degrees of insanity.<br />
<br />
* Test work is being done on interior backgrounds under the rooms. Temp graphics for now, but testing approaches.<br />
<br />
* Special door graphics are now included for boss doors, doors to evil chambers, and doors to reward chambers and shops. Definitely makes it a lot easier to know where to go without immediately needing to look to your map!<br />
<br />
* The changelog link in the game now actually points to the release notes page (which also now exists).<br />
<br />
* All of the enemies that are those that sit still until you approach them now also wake on being shot, since the alternative was not just confusing -- it was actually annoying even if you knew what was happening.<br />
<br />
* Secret rooms were not actually secret before, and were not showing the doors that you bust open, etc. Now they are!<br />
<br />
* The secret rooms now actually have good stuff in it rather than test stuff.<br />
<br />
* All new graphics for the mysterious circuits.<br />
<br />
* Mysterious circuits now actually say what they do if you know what they do.<br />
** Note: some mysterious circuits are already known from the start of a given run.<br />
<br />
* Improved the display of mysterious circuits so that you can tell what they are if you don't know what one is (aka, you can tell they are "potions").<br />
<br />
* Fixed a bug that was always marking circuits as known to you if you picked them up.<br />
<br />
* When you use a consumable item, it now writes what it did into the message log.<br />
<br />
* The concept of "interior backgrounds" versus "starfields" has been removed. Now it's all either floor (in the room) or a starfield background, end of story. This will let us focus more energy on the rooms themselves in particular (the starfields already seem pretty great).<br />
<br />
* The energy drops have been removed from the game, and energy pickups in general. Energy pickups that were in the map editor are now "random minor items" that might be missiles, health, or more likely a small number of credits.<br />
<br />
* Updated the development status note in the game to reflect the latest.<br />
<br />
* When you shoot enemies, it show shows the last-shot enemy's health down there at the bottom of the screen in the tooltip area. And their name.<br />
<br />
* When you are in a boss room, it now shows the name of the boss and the health down at the bottom of the screen.<br />
** Later on, this and the enemy thing will show health bars.<br />
<br />
* Fixed an issue where mysterious circuits that were not actually assigned to a specific run could still spawn from the item pools containing them.<br />
<br />
* VASTLY improved the gamepad movement, thanks to improved deadzone math.<br />
** There's still a hitch when moving across the West axis, and the aiming reticule movement still leaves a lot to be desired, but none of that is caused by the actual input area of the game now, at least.<br />
<br />
* Fixed up all the issues with the walls having bad overlaps in both images and the code.<br />
** The way that the wall bottoms are shaved off is a bit temp, but it at least prevents the overlap issue.<br />
** There were a ton of issues in this area, so if you were complaining about overlaps or whatnot before, these should all be gone now. Will be interesting to see how that changes the perception of walls.<br />
<br />
* There are now actually some consumables that seed in the freestanding consumable seed spots, and in the after-room reward plates.<br />
<br />
* The game now supports having difficulty level restrictions on specific bullets in bullet patterns, which lets us use our variables to have multiple variants of a boss (or regular enemy) pattern with relative ease, all in one file.<br />
** The first example of this is with Backfire, which now has individual patterns for every difficulty level. Only the one for Normal is what the designer (Misery) actually intended, though, so other difficulty levels should be treated as a bit suspect for the moment.<br />
<br />
* Fixed a bug that was making it so that you couldn't go down a floor without having a bunch of errors.<br />
** And if you tried to back out of the game at this time, it would have some errors that would make it so you couldn't close it, too.<br />
<br />
* The three "Persistence" enemies now do less damage, emit fewer shots, have shots that don't last as long, and have less health.<br />
** Thanks to mrhanman for reporting.<br />
<br />
* "Ammo" weapons still use energy, like before, but energy now recharges from 0 energy to 100 over the course of 7 seconds. Or when you change rooms it moves to full.<br />
** However, energy doesn't recharge for 1 second after you have been firing your energy weapon, so just leaning on your energy weapon is not a great idea.<br />
** Energy can still be upgraded by some passive ship upgrades, meaning that you can use an energy weapon for more shots before having to let it recharge, etc.<br />
** We may have a change where we give some combo bonuses between your main and secondary/ammo/energy weapon (let's just call this secondary from now on). But for now not.<br />
** Also please note that a number of our secondary weapons now need some tuning in light of this change. Aside from in general still needing some work on "feel."<br />
<br />
* On ammo weapons, it now shows their DPS as well as their their energy per second.<br />
<br />
* There is no longer a dedicated full-screen-map window or button, but rather the map is shown in the normal escape menu now. Additionally, the map is shown in a larger scale (twice as large) when on that screen now.<br />
<br />
* A bunch of new powerups have been added to the game.<br />
** Known issue: descriptions are not being shown for powerups.<br />
<br />
* Rather than tapping the main fire button to pick up items and use teleporters now, you press E on the keyboard or you press Start on the 360 controller.<br />
** The Select button is now what is used for the menu on the 360 controller, since that is less convenient to reach than Start when it comes to quickly picking stuff up.<br />
<br />
[[Starward_Rogue:Main|Starward Rogue Main Page]]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=MediaWiki:Monobook.js&diff=27375MediaWiki:Monobook.js2015-12-23T22:23:44Z<p>Zogheen: </p>
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<div>/* Any JavaScript here will be loaded for users using the MonoBook skin */<br />
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// [[File:User:He7d3r/Tools/DebugModeToggle.js]] (workaround for [[phab:T35355]])<br />
/**<br />
* Add a toggle for debug mode to the sidebar<br />
* @author: Helder (https://github.com/he7d3r)<br />
* @license: CC BY-SA 3.0 <https://creativecommons.org/licenses/by-sa/3.0/><br />
*/<br />
// <nowiki><br />
(function(e,o){"use strict";var d=e.config.get("debug"),t={"true":"Disable debug mode","false":"Enable debug mode"},u={expires:1,path:"/"};o("#ca-toggle-debug-mode").length||o(e.util.addPortletLink("p-tb","#",t[d],"ca-toggle-debug-mode","Turn debug mode on or off and reload the page")).click(function(e){e.preventDefault(),o.cookie("resourceLoaderDebug",d?null:!0,u),window.location.reload(!0)})})(mediaWiki,jQuery);<br />
// </nowiki><br />
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var _statcounter = _statcounter || [];<br />
_statcounter.push({"tags": {"siteArea": "Wiki"}});</div>Zogheenhttps://wiki.arcengames.com/index.php?title=MediaWiki:Common.js&diff=27370MediaWiki:Common.js2015-12-23T09:04:19Z<p>Zogheen: Testing stats feature</p>
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<div>/* Any JavaScript here will be loaded for all users on every page load. */<br />
var _statcounter = _statcounter || [];<br />
_statcounter.push({"tags": {"siteArea": "Wiki"}});</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Main_Page&diff=27185Main Page2015-12-03T21:38:46Z<p>Zogheen: /* Official Sections For Our Games */ Added SR</p>
<hr />
<div>===Welcome to the Arcen Games Wiki!===<br />
<br />
* If you're looking for information you would normally find in a manual, FAQ, or strategy guide for our games, this is where you'll find it all.<br />
<br />
* If you're looking for our main website: [http://www.arcengames.com/ http://www.arcengames.com/]<br />
<br />
* If you're looking for our forums: [http://www.arcengames.com/forums/ http://www.arcengames.com/forums/]<br />
<br />
== Official Sections For Our Games ==<br />
* [[AI War:AI War|AI War]]<br />
* [[Valley 1:A Valley Without Wind|A Valley Without Wind]]<br />
* [[Valley 2:A Valley Without Wind 2|A Valley Without Wind 2]]<br />
* [[Bionic Dues:Bionic Dues|Bionic Dues]]<br />
* [[The Last Federation:The Last Federation|The Last Federation]]<br />
* [[Shattered Haven:Shattered Haven|Shattered Haven]]<br />
* [[Skyward Collapse:Skyward Collapse|Skyward Collapse]]<br />
* [[SBR:Stars Beyond Reach|Stars Beyond Reach]]<br />
* [[Starward Rogue:Main|Starward Rogue]]<br />
* [[Tidalis:Tidalis|Tidalis]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:XML_-_Enum_Reference&diff=27046Starward Rogue:XML - Enum Reference2015-11-24T05:37:03Z<p>Zogheen: Dominus Arbitrationis moved page Starward Rogue:Starward Rogue:XML - Enum Reference to Starward Rogue:XML - Enum Reference without leaving a redirect</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 />
<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 />
*Familiar<br />
**Used for familiars and other little followers that are your allies.<br />
*Miniboss<br />
**Goes in miniboss rooms.<br />
*Boss<br />
**Goes in the end-of-floor boss rooms.<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 />
*BossBuddy<br />
**Sometimes bosses have multiple parts to themselves. This defines one of the other parts.<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 />
*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 />
*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 />
*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 />
*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 />
*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 />
*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 />
*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 />
*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 />
*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 />
*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 />
*Fearsome_7x7<br />
**Whatever this is, it is very very bad. These are the biggest boys outside of bosses and minibosses.<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 />
*FreestandingConsumable<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 />
*FreestandingMajor<br />
**These are the major “treasure room” items.<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 />
*Shop<br />
**What you plan on selling me, Bob?<br />
*SecretRoom<br />
**These are items found only in secret rooms. Give me something worthy of my discovery!<br />
*ChallengeRoom<br />
**These are items found only in challenge rooms, and they are available as soon as you go into that room.<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 />
<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 />
* Item<br />
* Secret<br />
* Shop<br />
* Miniboss<br />
* Challenge<br />
* Boss_Rectangle<br />
* Boss_Large<br />
* Standard<br />
* TunnelWide<br />
* TunnelTall<br />
* Quad<br />
* FatVertical<br />
* FatHorizontal<br />
* Square<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 />
<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 />
<br />
==EntityModifierType==<br />
<br />
=== These require attributes "math" and "magnitude" (see below for those) ===<br />
<br />
* MaxHealth<br />
* MaxShields<br />
* Range<br />
** Range that shots will live, specifically. Doesn't do much for BulletPattern stuff.<br />
* ReloadTime<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 />
* SystemAutoFireDuringAfterburner<br />
**during afterburner, 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 />
<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 />
* 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 />
* 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 />
* 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 />
<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 />
* 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 />
<br />
==InventoryItemType==<br />
*Energy<br />
*Keycard<br />
*Missile<br />
*Credit<br />
<br />
==MathType==<br />
<br />
*Add<br />
**Just adds to whatever base value is there.<br />
*Multiply<br />
**Multiplies the result. Note: all multiply modifiers are applied AFTER all add modifiers.<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 />
[[Starward_Rogue:Main#XML_Documentation|Starward Rogue XML Documentation Main]]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:XML_-_Enum_Reference&diff=27045Starward Rogue:XML - Enum Reference2015-11-24T05:36:54Z<p>Zogheen: Dominus Arbitrationis moved page Starward Rogue:XML - Enum Reference to Starward Rogue:Starward Rogue:XML - Enum Reference without leaving a redirect</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 />
<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 />
*Familiar<br />
**Used for familiars and other little followers that are your allies.<br />
*Miniboss<br />
**Goes in miniboss rooms.<br />
*Boss<br />
**Goes in the end-of-floor boss rooms.<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 />
*BossBuddy<br />
**Sometimes bosses have multiple parts to themselves. This defines one of the other parts.<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 />
*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 />
*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 />
*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 />
*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 />
*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 />
*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 />
*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 />
*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 />
*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 />
*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 />
*Fearsome_7x7<br />
**Whatever this is, it is very very bad. These are the biggest boys outside of bosses and minibosses.<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 />
*FreestandingConsumable<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 />
*FreestandingMajor<br />
**These are the major “treasure room” items.<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 />
*Shop<br />
**What you plan on selling me, Bob?<br />
*SecretRoom<br />
**These are items found only in secret rooms. Give me something worthy of my discovery!<br />
*ChallengeRoom<br />
**These are items found only in challenge rooms, and they are available as soon as you go into that room.<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 />
<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 />
* Item<br />
* Secret<br />
* Shop<br />
* Miniboss<br />
* Challenge<br />
* Boss_Rectangle<br />
* Boss_Large<br />
* Standard<br />
* TunnelWide<br />
* TunnelTall<br />
* Quad<br />
* FatVertical<br />
* FatHorizontal<br />
* Square<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 />
<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 />
<br />
==EntityModifierType==<br />
<br />
=== These require attributes "math" and "magnitude" (see below for those) ===<br />
<br />
* MaxHealth<br />
* MaxShields<br />
* Range<br />
** Range that shots will live, specifically. Doesn't do much for BulletPattern stuff.<br />
* ReloadTime<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 />
* SystemAutoFireDuringAfterburner<br />
**during afterburner, 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 />
<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 />
* 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 />
* 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 />
* 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 />
<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 />
* 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 />
<br />
==InventoryItemType==<br />
*Energy<br />
*Keycard<br />
*Missile<br />
*Credit<br />
<br />
==MathType==<br />
<br />
*Add<br />
**Just adds to whatever base value is there.<br />
*Multiply<br />
**Multiplies the result. Note: all multiply modifiers are applied AFTER all add modifiers.<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 />
[[Starward_Rogue:Main#XML_Documentation|Starward Rogue XML Documentation Main]]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:XML_-_PeriodicMovementModeType_Definitions&diff=27044Starward Rogue:XML - PeriodicMovementModeType Definitions2015-11-24T05:36:20Z<p>Zogheen: Dominus Arbitrationis moved page Starward Rogue:Starward Rogue:XML - PeriodicMovementModeType Definitions to Starward Rogue:XML - PeriodicMovementModeType Definitions without leaving a redirect</p>
<hr />
<div>== Overview ==<br />
<br />
These are basically strange and wonderful movement modes that we have created for enemies, and which you can have the enemy periodically invoke. There are a variety of parameters that you can pass in for each mode. These are all sub-nodes of GameEntity.<br />
<br />
== General attributes for all of the modes ==<br />
<br />
*type (PeriodicMovementModeType)<br />
**Specific types are detailed in their own sections, lower down.<br />
*requires_line_of_sight (bool)<br />
**Is this only eligible when the enemy has line of sight on the player?<br />
*requires_range_to_player_less_than_or_equal_to (int)<br />
**If greater than zero, then the center of the player must be within this many pixels of the center of the enemy for this movement mode to be eligible.<br />
*requires_range_to_player_greater_than<br />
**If greater than zero, then the center of the player must be at least this many pixels away from the center of the enemy for this movement mode to be eligible.<br />
<br />
===What’s all this about eligibility?===<br />
<br />
*When the interval runs out and the entity pulls a movement mode, it checks all the sub-nodes for eligibility and then picks randomly between the eligibles<br />
*If none eligible, it just resets the interval and moves on.<br />
*Note: you can have more than one node of a given mode-type on an entity, but often it won't make much sense.<br />
<br />
Many of the inherent buffs of these (movement speed, on-touch damage, damage resistance) are actually applied via modifier, most of which you can override, and you can also add more for a specific mode of a specific enemy. See later under modifiers.<br />
<br />
==InsaneThroughWallCharge ==<br />
<br />
TLDR: The enemy runs at high speed through walls and everything, and then comes back to rest at the spot it started at. Gets big buff to on-touch damage.<br />
<br />
===== Attributes Just For This Mode =====<br />
<br />
*if only_charges_cardinal_directions, then it picks a random FourDirection and moves on that angle<br />
**else, if only_charges_random_directions, then it picks a random angle and moves on that angle<br />
**else, it picks the angle towards the player's current location (at the time this mode is started) and moves on that angle<br />
*Gets a reddish hue, and then the following implicit attributes for the duration of the mode:<br />
**IgnoresCollisionWithWallTerrain<br />
**IgnoresCollisionWithNonWallTerrain<br />
**And then the following implicit modifiers:<br />
***MovementSpeed * 2<br />
***MeleeDamage * 10<br />
*Note: if you explicitly add DestroysTouchingNonWallTerrain, they work ok together.<br />
**I.e.: <modifier type="NonMeleeCannotFire"/><br />
*To end this mode, it checks:<br />
**when its pessimistic collision box is at least 100 distance outside the room world rect:<br />
***instantly repositions back towards its origin to be within 100 distance<br />
***moves back to the origin on the same modifiers, then stops the mode.<br />
<br />
== ShadowDash ==<br />
<br />
The enemy picks a target point, turns invisible and invincible, moves there while ignoring collision with terrain, and reappears; optionally with a shot-clearing pulse. <br />
<br />
Note: tries to not pick a spot where it will be colliding with terrain at the end<br />
<br />
===== Attributes Just For This Mode =====<br />
<br />
*chance_to_target_player (int)<br />
**chance out of 100 to pick the player's current location (at the start of the charge) as the target point<br />
*shockwave_radius (int)<br />
**size of the shot-clearing pulse<br />
<br />
== FreakOut ==<br />
<br />
The enemy makes random movement orders and gets big buff to movement speed, on-touch damage, and damage resistance<br />
<br />
===== Attributes Just For This Mode =====<br />
<br />
*max_duration (int)<br />
**number of seconds this mode lasts<br />
<br />
== Reposition ==<br />
<br />
The enemy moves to the specified tile, ignoring collision with terrain. Optionally pathfinds (as if not ignoring terrain collision).<br />
<br />
===== Attributes Just For This Mode =====<br />
<br />
*related_point (ArcenPoint)<br />
**The tile to move to, in terms from the upper-left tile of the room. A tile is 64 pixels on a side at max zoom in.<br />
*try_to_pathfind (bool)<br />
**If true, tries to pathfind. If false or if no path found, moves straight to the target tile.<br />
<br />
<br />
[[Starward_Rogue:Main#XML_Documentation|Starward Rogue XML Documentation Main]]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:XML_-_Overall_Organization&diff=27043Starward Rogue:XML - Overall Organization2015-11-24T05:36:13Z<p>Zogheen: Dominus Arbitrationis moved page Starward Rogue:Starward Rogue:XML - Overall Organization to Starward Rogue:XML - Overall Organization without leaving a redirect</p>
<hr />
<div><br />
==Formatting==<br />
If you can, please use an editor like Visual C# 2008 or similar that will do tab indenting in such a way that matches what Chris and Keith are checking in from Visual Studio 2008. We don’t want to have a formatting war accidentally happening in SVN. ;)<br />
<br />
==Overall Organization==<br />
There are a few key words that are important to understand for purposes of the API documentation.<br />
<br />
===GameEntity===<br />
<br />
*This is most things in the game. But, specifically:<br />
*GameEntityCategory.'''Shot'''<br />
**These are actual individual bullets moving around. They might be part of some larger pattern or who knows, but the important thing is that this is one bullet moving around.<br />
*GameEntityCategory.'''Ship'''<br />
**Good or bad, this is either a player or an enemy.<br />
**Ships CANNOT attack directly. They have to have guns mounted on them (see below), and then the guns do the attacking. <br />
***If a ship looks like it has no gun, it is using an invisible gun.<br />
*GameEntityCategory.'''ItemPickup'''<br />
**These are actual item pickups that you can step on and pick up. You can also drop these.<br />
**If you are doing item design, probably this is where you will do that.<br />
*GameEntityCategory.'''Obstacle'''<br />
**This is a very strange category and likely you won’t do much with. These include things ranging from mines to interior walls to those floor-mounted lasers to the shootable and bombable wall bits, etc.<br />
<br />
===EntitySystem===<br />
<br />
* These are things that do stuff when mounted on a ship. Usually that means shoot something, but it could also be a system for healing or who knows what.<br />
* Typically when an item is picked up by a player, it’s going to add a new system to the ship of the player, and/or remove some. Well, maybe half the time. That leads into...<br />
<br />
===EntityModifier===<br />
<br />
* These are not things that you can define directly, unlike all the things above. But they’re so central that I’m going to go ahead and mention them here. You will be asking us for new modifiers all the time, and we’ll code them and then you can use them, so it’s not like these aren’t relevant for you.<br />
* A modifier can be applied either to a system or to a ship, and it causes some sort of behavioral change or other effect. These might last for a little while or forever.<br />
* For example these might cause the bullets from that one system to ricochet from now on, or might cause all bullets from all systems on the ship to move past non-wall obstacles for the next 30 seconds.<br />
<br />
===PeriodicMovementMode===<br />
<br />
* This is another thing that you can’t define directly, but again is super central and something you’ll be asking us for now and then. These are things that you’ll attach to various enemies to make them behave in very specialized ways for a little while.<br />
* For example they might do an “insane through-wall charge,” or a “shadow dash,” or a “freakout.” We’ll be adding to this list with time.<br />
<br />
===BulletPattern===<br />
<br />
* This is incredibly important and something that is not to be confused with shots. A bullet pattern is basically defining scripted behavior in a SHMUP-like fashion for one bullet that comes out of a system of a ship.<br />
* The original bullet typically dies immediately on being fired, but spawns a bunch of other bullets that then do a bunch of other insane stuff, which might include spawning yet more bullets.<br />
* I’m using the word shot and bullet interchangeably here, but the actual word in code is shot.<br />
<br />
===BulletPatternVariables===<br />
<br />
* These are not actually a game thing, but rather are a convenient way for setting up far-more-complex bullet patterns without having to repeat large sections of code repeatedly. <br />
* An individual bullet pattern variable is something that does the bulk of the logic for a bullet pattern, but it can take in variables that you define, and one bullet pattern can call the same variable multiple times with different arguments each time, or multiple bullet patterns can call the same variable with different arguments and get hugely different results.<br />
* Individual variables can even call other sub-variables in order to avoid duplicate code.<br />
* Basically: if you find yourself copy-pasting a large amount of bullet code that will be largely identical except for some numbers here and there, then you’re doing it wrong. ;) <br />
** You need to make one bullet variable that contains that block of code, insert variables for those numbers you want to have vary, and then call the variable with those numbers passed in differently each time.<br />
** Why do this? It’s easier to read, for one. It’s also easier for you to fix bugs or make other tweaks in, so it saves you time. It’s quicker to type out in the first place, once you’re used to it.<br />
* If you’re a programmer, you may note that the word “variable” is actually kind of inappropriate here. These “variables” are actually a bit more like methods or functions at this point, to be honest. They started out more variable-like, sorry about that.<br />
<br />
===FloorGeneration===<br />
<br />
* There’s some various stuff in here relating to how dungeon floors get created.<br />
<br />
==Image Folders==<br />
<br />
A lot of this stuff uses images, of course. There are a few things to explain about these folders:<br />
<br />
* RuntimeData/Images/Items<br />
**Anything that is an ItemPickup will have an image in here.<br />
**Subfolders are arbitrary, and are defined just for organizational purposes.<br />
**Chris will be the one defining most of the actual images in here, so if you are making a new item pickup that doesn’t yet have an image, you can just reference some other item image temporarily.<br />
* RuntimeData/Images/Ships<br />
**Anything that is a Ship goes in here.<br />
**Subfolders are arbitrary, and are defined just for organizational purposes.<br />
**Chris will be the one defining most of the actual images in here, so if you are making a new ship that doesn’t yet have an image, you can just reference some other item image temporarily.<br />
***THAT said, if you are making a variant of a ship that combines a base with some other attachments that already exist but not in the combination you want to use them, then you can do that. That won’t actually require you adding any new images, but you would want to look in these folders and see what’s available to you.<br />
* RuntimeData/Images/Shots<br />
**If you want to see what the various shot shapes are, this is where you come look. It’s a really good idea to do so that you can properly design bullet patterns -- or even individual gun shots -- that “feel right.”<br />
* RuntimeData/Images/Systems<br />
**Any entity systems that are defined will be referencing someting in here. Either that will be a visible turret or other attachment, OR it will be referencing “Invisible,” which is a tiny transparent image. A lot of systems will do that.<br />
**Subfolders are arbitrary, and are defined just for organizational purposes.<br />
<br />
==XML Folders==<br />
<br />
This is where anything you define actually goes.<br />
<br />
It is important to note that enemies and systems and shots and all that sort of thing are ENTIRELY data-driven, unlike in our other games. That makes this incredibly modder-friendly, as well as easy for us to define without having to re-code things.<br />
<br />
Some things, like behaviors or modifiers, are of course not defined in data. Those are defined in code, but in such a way that you can then use them in a huge number of ways and combinations in your xml files. If you’re a programmer, think of the xml files as being your “program,” while the things we put in hardcoded definitions are the “language” and “libraries” that you use.<br />
<br />
===ABOUT FOLDERS!===<br />
<br />
* The folder definitions are not arbitrary, and are not just for organization. <br />
* The game looks at each folder as a “type of thing,” and then reads in any xml files it finds within there. <br />
**This is very modder-friendly as well, because it means that there can be any number of arbitrary xml files in there and the game will read them all. This means that a modder’s additions won’t be accidentally overwritten next time we push a release to the game, for instance.<br />
**This also makes it so that individual staff members can have individual files of their own in each folder that have a prefix that is either their name, initials, forum handle, or whatever.<br />
***For instance, all of Misery’s stuff has Misery_ in front of it, and Chris uses CMP_ in front of it. Stuff that Keith is adding for test purposes also just goes in the CMP_ files, because why not.<br />
**Even though the filenames are completely arbitrary and the only thing that matters is what folder it is in, it’s a great idea to use a format that includes the name of the folder after your name/initials/whatever, so that in an xml editor we can tell what the file is -- opening these as tabs in visual studio won’t let us see what folder they came from, for instance; we can only see the filenames.<br />
*Lastly, when it comes to specific files that are being created by staff, bear in mind that Chris in particular may go in and make tweaks in the files of other people, or even make additions. <br />
**Thanks to the wonderful diffing capabilities of SVN, you can easily see what he changed, and the changes he made and that you make will all be able to merge very easily unless you both changed exactly the same line. In which case SVN has tools for reconciling those changes, too.<br />
**If you have specific proposals for changes to the enemy or other design of someone else, then feel free to make changes in someone else’s file, too. If you commit something like that and the other person or Chris isn’t too fond of it, then that’s something that can always be altered. <br />
***We have a full revision history, so when in doubt feel free to be liberal about your changes since you can’t permanently break anything.<br />
***If you are making changes to someone else’s work, though, please make some notes in the svn log as to why -- it’s just good form to explain your commits in general, unless you’re just checking in a batch of images or something.<br />
<br />
===The Specific Folders===<br />
* RuntimeData/Configuration/BulletPattern<br />
**This is where the bullet pattens go.<br />
* RuntimeData/Configuration/BulletPatternVariables<br />
**Shockingly, this is the bullet pattern variables.<br />
* RuntimeData/Configuration/EntitySystem<br />
**In another great twist, all the entity systems are here.<br />
* RuntimeData/Configuration/FloorGeneration<br />
**Floor generation stuff.<br />
*RuntimeData/Configuration/GameEntity<br />
**ALL of the game entity stuff is in here.<br />
**The names and organization is arbitrary, but there are multiple files even just for Chris so that things could be broken out somewhat. Keeping the player hulls away from the familiars away from the enemy ships, etc.<br />
**If you wanted to have separate files for large enemies, small ones, stationary ones, boss ones, whatever, you can do so.<br />
<br />
<br />
<br />
[[Starward_Rogue:Main#XML_Documentation|Starward Rogue XML Documentation Main]]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:XML_-_EntitySystem_Definitions&diff=27042Starward Rogue:XML - EntitySystem Definitions2015-11-24T05:36:05Z<p>Zogheen: Dominus Arbitrationis moved page Starward Rogue:Starward Rogue:XML - EntitySystem Definitions to Starward Rogue:XML - EntitySystem Definitions without leaving a redirect</p>
<hr />
<div><br />
== Overview ==<br />
<br />
These are not ships -- they're just guns or whatever. They're how a ship actually does something like shoot or trigger an ability, generally.<br />
<br />
===An example===<br />
<br />
<pre><system name="PlayerDirected_Minigun"<br />
category="PlayerDirectedWeapon"<br />
is_player_main_weapon="true"<br />
shot_type="BulletPointedBlue"<br />
damage_type="Ballistic"<br />
attack_power="14"<br />
fire_rate="0.4"<br />
range_actual="500"<br />
shots_per_salvo="1"<br />
shot_speed="1200"<br />
flagship_ability_type="DirectFireWeapon"<br />
targeting_logic="Direct"<br />
image_name="MantaGun"<br />
quality_tier="0"<br />
><br />
</system></pre><br />
<br />
== Attributes ==<br />
<br />
=== Most Important General ===<br />
<br />
*category ([[Starward_Rogue:XML_-_Enum_Reference#EntitySystemCategory|EntitySystemCategory]])<br />
*image_name (string)<br />
**Normally the name of the entity is what is used to find the image for the entity. This lets you override that logic.<br />
**When you set this, they will use RuntimeData/Images/Systems/image_name<br />
**Use Invisible to have the system not visibly show on the entity (often a good idea).<br />
*image_folder (string)<br />
**This can be used with or without image_name. Often it is used without image_name.<br />
**For organizational purposes, it’s nice to be able to put graphics into arbitrary subfolders. So for instance, we have an Player subfolder inside the Systems folder.<br />
**To make sure that our system looks for an image in there, we just set image_folder=”Player” and that’s it.<br />
**You can do folders-in-folders if you want, too, and then have a forward slash (/) separating those out.<br />
**Make sure to always use forward slashes when referencing filenames. If you’re working on windows it will work with a backslash, but then someone running this on osx or linux will have it fail.<br />
*is_destroyed_after_finite_uses (int, optional)<br />
**if a number > 0, then the system is gone after triggering that many times. Default 0.<br />
<br />
=== General Player-Only Stuff ===<br />
<br />
*is_toggleable (bool, optional), defaults_toggle_off (bool, optional, defaults true)<br />
**only for player energy-use systems, really; pressing the related only_fires_on_keybind (or release) keybind toggles the system on and off (if toggled off, the modifiers it applies to the parent entity, if any, no longer have effect)<br />
*display_name (string, optional)<br />
**what the player sees when the game tries to tell them the name of this system<br />
*description (string, optional)<br />
**similar to display_name, not necessarily used in all contexts that display_name is<br />
<br />
=== Most Important Weapon Stuff ===<br />
<br />
*attack_power (float)<br />
**how much damage this system's shots do<br />
*fire_rate (float)<br />
**how many seconds it takes the system to reload after firing a salvo before it can fire again<br />
**NOTE! If you want this to go really fast, then for enemies you also need to set the cue_time lower.<br />
*cue_time (float, optional, default 0.5)<br />
**the number of seconds this system (or the entity, if this is the only cue-time system on it) puts out a little yellow pulse "cue" before it actually fires.<br />
**only applies to enemies, and this effectively reduces the firing rate.<br />
*range_actual (int, required unless there's a BulletPattern)<br />
**how far this system's shots can fly until they disappear.<br />
** Note: completely ignored if 1+ special_bullet_patterns are defined.<br />
*range_to_live_mult (float, optional)<br />
**this system's shots live this much longer or shorter than its range implies. Only current usage is making the mine's self destruct "system" shots not go anywhere, via mult=0<br />
*time_to_live (float, optional, default 10)<br />
**this system's shots expire after this long regardless of range or whatever. Does not apply to BulletPattern stuff<br />
*shot_speed (int, optional, default 350)<br />
**how fast this system's shots go<br />
*shot_type (GameEntity name)<br />
*the name of the GameEntity data that should be used for the system's actual shots<br />
*special_bullet_patterns (comma-delimited list of bullet_pattern names, optional)<br />
*the names of the BulletPattern(s) this system can generate; if there's more than one a pattern is picked randomly from the list each time it needs one<br />
<br />
=== Cosmetic Stuff ===<br />
<br />
*sounds_on_shot_fired (comma-delimited strings list)<br />
**If this system fires a shot, or a shot pattern, then one of the sounds in the list will be played at random. Default "Shot_QuietTwoPart1,Shot_QuietTwoPart2".<br />
*min_ms_between_shot_fired_sounds (int, optional)<br />
**Some systems fire salvos of shots rather frequently, and so normally a 50ms delay between invocations of their sound effects is imposed. For some shots you may want a larger delay, though (seriously that’s a rapid-fire shot, then), or in other cases you may wish for silence, in which case you can put -1 (since sounds_on_shot_fired has a default value). Default 50.<br />
*shot_movement_particle (particle_pattern, optional)<br />
**shots emitted from this system emit this particle while moving<br />
*screen_flash_seconds_on_use, screen_flash_seconds_on_shot_detonation (both bools, optional)<br />
**makes the screen go white instantly on use or shot detonation (respectively), then fade to normal over X seconds<br />
*beam_particle (particle, optional) and beam_particle_distance_interval (int, optional)<br />
**makes the beam emit that particle at points X distance apart along its length<br />
<br />
=== Player-Only Weapon Stuff ===<br />
<br />
*flagship_ability_type (PlayerFlagshipAbilityType, optional)<br />
**basically this should either be DirectFireWeapon for player guns/abilities or left out<br />
*salvo_spread_responds_to_player_direction (bool, optional)<br />
**this system's shots fan out like the old TLF "spreadfire" weapon; targeting the angle to the cursor and fanning out more or less depending on range to the cursor<br />
*fires_one_shot_from_each_other_player_directed_system (bool, optional)<br />
**when this system fires, it actually fires one salvo per each of the player's main guns. This is used for the player's missile ability.<br />
*charge_per_second, charge_cap, and charge_add_to_multiply_per_point (all float, optional)<br />
**only works in conjunction with only_fires_on_keybind (not the on_release version, since this is inherently on-release)<br />
**only works in conjunction with requires_item_type, as that tells it what resource to pull it from (presumably energy, but you could use missiles or credits if you wanted)<br />
**as you hold down the key, the system charges by that amount per second, up to the cap or how much you've got (whichever is less)<br />
**when you release the key, if the total charge < 1, it just doesn't fire or cost you any of the resource<br />
**when you release the key, if the total charge >= 1, it fires normally but with the attack power of all the shots will be multiplied by 1f + (charge * charge_add_to_multiply_per_point)<br />
*shots_spawn_at_reticule (bool, optional)<br />
**makes the shot spawn at CalculateReticulePointForPlayerRightNow <br />
**if that's outside the room or in an indestructible within-room wall it tries to walk it back towards the player<br />
*shots_instantly_hit_all_enemies, shots_instantly_hit_all_non_boss_enemies (both bool, optional)<br />
**both cause the shots emitted by that system to instantly hit all enemies and disappear (so the shots will generally not ever be seen); they apply all the normal on-hit logic, modifier transfer, etc<br />
**the second excludes any enemy where BossType != None<br />
*instant_hit_all_includes_shootable_obstacles (bool)<br />
**works with shots_instantly_hit_all_enemies to also hit all shootable obstacles<br />
*shots_follow_the_reticule (bool, optional)<br />
**shots emitted this system are basically glued to the cursor/reticule, moving instantly to that location even if it goes into a wall<br />
<br />
=== Most Important Player-Item Stuff ===<br />
<br />
*related_item (string, optional)<br />
**This is required on any systems that can be dropped by the player (ammo items and consumables, basically). This tells what icon to show in the bottom of the screen, as well as what system to actually drop.<br />
*only_fires_on_keybind_release (KeyBind, optional)<br />
**the system only fires when the player presses and then releases this key; there's a ton of KeyBind values but the only one intended for this currently is ***HoldAndReleaseToFireMissile<br />
*only_fires_on_keybind (KeyBind, optional)<br />
**the system only fires when the player presses this key (doesn't wait for release); the only KeyBind values intended for this currently are:<br />
***UseEnergyBasedSystem<br />
***UseConsumableSystem<br />
*requires_item_type ([[Starward_Rogue:XML_-_Enum_Reference#InventoryItemType|InventoryItemType]], optional)<br />
**the system cannot fire unless the player has a certain amount (requires_item_amount) of this item type (Missile, etc)<br />
*requires_item_amount (float, optional)<br />
**the amount required by the previous flag's logic<br />
**you'll generally want to use int costs, but sometimes partial is necessary<br />
*is_player_main_weapon (bool, optional)<br />
**use this if this is a "the player's two main guns" weapon; like the starting miniguns (or whatever) or ones that the player can pick up along the way. This is so the game can properly swap them in and out on pickup.<br />
*disabled_if_zero_of_item ([[Starward_Rogue:XML_-_Enum_Reference#InventoryItemType|InventoryItemType]], optional)<br />
**if you've got none of that resource left, the system is considered disabled<br />
*consumes_all_required_item_on_use (bool, optional)<br />
**only works in conjunction with requires_item_type<br />
**after this system is used, all of that item is removed from the player's inventory (after whatever normal cost is associated)<br />
<br />
=== Other Weapon Stuff ===<br />
<br />
*ammo (int, optional)<br />
**how many shots until the system cannot fire anymore. Right now only used for consumables, with a max ammo of 1.<br />
*shots_per_salvo (int)<br />
**how many shots the system fires at once. If used with a BulletPattern, generates that pattern that many times.<br />
*one_shot_per_target (bool, optional)<br />
**if true, and shots_per_salvo > 1, will spread out its shots (not firing more than one at any target)<br />
*forced_angle_offsets (comma-delimited list of floats, optional)<br />
**the angles each shot in the salvo will travel at, relative to the angle to the target; useful for bursts without resorting to an all-up BulletPattern<br />
**you can use this with single-shot salvos, but if the angle is more than a degree or so that's basically "a gun that always misses"<br />
*hits_all_intersecting_targets (bool, optional)<br />
**beam-weapon only (that is, the shot type has the insta_fire flag). Makes this system's shots apply their full damage to everything on the line.<br />
*shot_destroys_other_shots (bool, optional)<br />
**this system's shots destroy enemy shots they touch during flight, but the system will not specifically try to target enemy shots<br />
*intercepts_other_shots (bool, optional)<br />
**similar to shot_destroys_other_shots, but the system will intentionally target enemy shots<br />
*shot_sticks_after_intercepting_another_shot (bool), shot_dies_after_intercepting_another_shot (bool)<br />
**normally intercepting a shot leaves the interceptor intact unless the other shot also destroys shots<br />
**with (sticks) the interceptor will remain, but will cease all normal movement<br />
**with (dies) the interceptor instantly dies, along with the thing it intercepted<br />
*damage_type ([[Starward_Rogue:XML_-_Enum_Reference#DamageType|DamageType]])<br />
*fires_salvos_sequentially (bool, optional)<br />
**this system will fire each shot in its salvo a short delay after the previous shot. Useful for strings of bullets without resorting to an all-up BulletPattern<br />
*shot_area_of_effect (int, optional)<br />
**this system's shots will damage everything (for full normal damage) within this distance of them when they're removed from the game<br />
*aoe_hits_friendly_targets (bool, optional, defaults TRUE)<br />
**this system's shots will damage even friendly targets with aoe<br />
*shot_is_not_stopped_by_hitting (bool, optional)<br />
**this shot passes through enemy ships, damaging them only once (even if they encounter them again later somehow), but able to damage more than one ship overall<br />
*shots_are_homing (bool, optional)<br />
**this system's shots will curve around to fly towards the target point/ship<br />
*shot_proximity_detonation_range (int, optional)<br />
**makes the ship die when a ship it could gets within X of a normal collision (so basically it's a collision check with X as an extra added into the range checks)<br />
**does not necessarily do on-hit logic to the thing triggering it; but it will check for aoe and only_fires_on_death systems<br />
*system_to_attach_to_shot (system, optional)<br />
**whenever this system emits a shot, that shot spawns with one of the specified systems (allowing shots that fire other shots, or have on-death explosions that create bullet patterns, or whatever)<br />
*shots_do_friendly_fire_after_time (float, optional)<br />
**so after one of its shots have been alive for X seconds, it can hit friendly stuff, and its aoe can hit friendly stuff (even if it doesn't have the friendly-fire aoe flag)<br />
*shot_damage_per_second_from_touching (float, optional)<br />
**creates an implicit melee-range system that is added to any shots systems of that type fire<br />
**copies the EntitiesMyShotsHit modifiers (if any) from this system-type to that implicit melee system-type<br />
*shots_rubber_band_to_starting_point (bool, optional)<br />
**now when the shot reaches the end of its range-to-live it doesn't scale out, it sets its destination point back to where it came from. When it reaches that point it then scales out<br />
*shots_rubber_band_to_firing_system (bool, optional)<br />
**similar, but rubber-bands back to the current location of the firing system (even as that system moves)<br />
*range_damage_scaling_floor, range_damage_scaling_ceiling (both float, optional) and range_damage_scaling_optimal_range (int, optional)<br />
**if the shot has traveled zero distance before the hit, it gets the floor multiplier<br />
**if the shot has traveled exactly the optimal distance when it hits, it gets the ceiling multiplier<br />
**if the shot has traveled >= 2 * optimal before the hit, it gets the floor multiplier<br />
**in the other cases, it linearly interpolates between the floor and ceiling<br />
**the multiplier is applied to the shot's attack power at the time it hits<br />
*range_speed_scaling_floor, range_speed_scaling_ceiling (both float, optional), and range_speed_scaling_optimal_range (int, optional)<br />
**same deal, except it multiplies the shot's speed at each sim-step according to the range travelled thus far<br />
*deflects_shots (bool, optional)<br />
**if a shot from this system collides with a hostile shot, it deflects that shot back on the opposite angle of its current travel<br />
**a shot cannot be deflected twice<br />
*deflects_shots_as_friendly_fire (bool, optional)<br />
**same deal, but also makes those shots be able to hit targets friendly to it<br />
*shots_knockback (int, optional)<br />
**ships hit by this are knocked back X distance units (if that would put them in a wall they don't go that far)<br />
*shots_knockback_on_firing_ship_to_target_ship_angle and shots_knockback_on_shot_to_target_ship_angle" to system (both bool, optional)<br />
**overrides the default logic of "shots_knockback pushes back on the angle the shot is travelling in"<br />
*shots_do_portion_of_current_health_as_damage (float, optional)<br />
**does X * the current hull health of the ship in damage, where X is between 0 and 1 (not 0 and 100; this is a multiplier, not a percent)<br />
*do_parallel_salvo_with_spacing (int, optional)<br />
**only meaningful if shots_per_salvo > 1<br />
**puts the first shot in the center like normal<br />
**puts the second shot at the specified distance to one side<br />
**puts the third shot at the specified distance to the other side<br />
**puts the fourth shot at twice the specified distance to the first side, and so on<br />
*salvo_angle_difference (int, optional)<br />
**only meaningful if shots_per_salvo > 1<br />
**the first shot has no change<br />
**the second shot gets angle + the specified amount (in degrees)<br />
**the third shot gets angle - the specified amount<br />
**the fourth shot gets angle + twice the specified amount, and so on<br />
*inaccuracy_spread (int, optional)<br />
**makes each shot emitted from the system get a random angle offset from -x to +x degrees<br />
*inaccuracy_is_by_salvo (bool, optional)<br />
**makes the previous apply to the salvo as a whole, not the individual shots<br />
*miss_penalty_percent (int, optional)<br />
**if a shot expires without hitting any entity, it does this percent (expressed as 0 to 100) of its normal damage (whatever it would have done to an enemy at that time) to the ship which fired it<br />
*spawns_entity (entity, optional)<br />
**when the system is triggered, an entity of this type is spawned at the location of the system<br />
*hull_health_siphon_portion (float, optional)<br />
**whenever shots emitted by this system do damage, X% (expressed as 0 to 1) of the damage done is also applied as healing to the firing ship's hull<br />
*shots_teleport_to_target_point (bool, optional)<br />
**whenever this system emits shots, those shots instantly teleport to the target point (whatever that is based on the system's targeting_logic and context)<br />
*shot_gravity_pull_per_second, shot_gravity_falloff_per_unit_distance (both floats, optional)<br />
**so if you had values of 100 and 0.2, then it would exert a pull on something up to 500 units away, where that pull is 20 at 400 distance, 40 at 300, 60 at 200, 80 at 100, etc<br />
*shot_gravity_affects_shots, shot_gravity_affects_friendlies (both bools, optional)<br />
**normally it only affects enemy ships; these change that<br />
*shot_gravity_has_repelling_effect (bool, optional)<br />
**makes the shot's gravity pull do a repulsion instead<br />
*drones_are_finite (bool), drones_are_guards (bool)<br />
**if has drones and fire_rate > 0, then every (fire_rate) seconds it picks a drone from this system's drone nodes<br />
**if finite, that "ball" is not returned to the random bag from which the drone type is picked; if there are no more items it just doesn't spawn more<br />
**if guards, the drones are spawned with FlockBehaviorType.Buddy and AIRelatedEntityID set to this system's parent ship<br />
*distance_threshold_modifiers_applied_to_nearby_entities (int)<br />
**only works in conjunction with modifiers with target=NearbyEntities<br />
**each sim-step, this entity checks for other entities within (distance) and copies these modifiers to those entities<br />
**because of the frequency of copying, all these modifiers should probably have do_not_stack<br />
**combined with a short duration (say, half a second), this imitates an effect (like movement slowing) that only lasts while this entity is in range and for a short time after<br />
*modifiers_applied_to_nearby_entities_can_target_allies (bool), modifiers_applied_to_nearby_entities_can_target_enemies (bool), modifiers_applied_to_nearby_entities_max_simultaneous_affected (int)<br />
**works in conjunction with target=NearbyEntities modifiers, targeting (allies|enemies), and if (max) > 0 it obeys that as well (preferring to keep affecting the ones it affected the previous check)<br />
<br />
=== AI-Only Weapon Stuff ===<br />
<br />
*targeting_logic (TargetingLogic)<br />
*firing_timing (FiringTiming, required if Category == Weapon)<br />
*range_do_not_fire_until (int, optional)<br />
**how close the system has to be to consider firing on a target<br />
*range_chases_until_within (int, optional)<br />
**how close the AI of the system's parent entity will try to get (generally it only checks the first system for this)<br />
*fires_from_any_range (bool, optional)<br />
**this system will consider targets out of range, and even fire at them<br />
*destroys_firing_entity (bool, optional)<br />
**makes the entity that fired it go boom<br />
*only_targets_damaged_ships (bool, optional)<br />
**only targets entities that have already been damaged<br />
*only_targets_nearest_ship (bool, optional)<br />
**only targets the nearest eligible target; probably only meaningful for a player familiar<br />
*only_fires_on_death (bool, optional)<br />
**used for self-destruct explosion "systems" like on the mines<br />
*requires_line_of_sight_of_player_to_fire (bool, optional)<br />
**this system has to be able to see the player (not going through obstacles) to be able to fire<br />
*line_of_sight_recalculation_interval (float, optional, default 0.2)<br />
**the most often (in seconds) this system will recompute l-o-s for the previous flag's logic<br />
*targets_entity_that_last_damaged_my_entity (bool, optional)<br />
**after it fires a salvo, the remembered last-damaged-by is cleared<br />
*shots_hitting_player_warp_responsible_entity_to_parent_entity (bool)<br />
**if a shot from this system hits the player, then the parent entity of this system is destroyed and the entity which spawned that parent entity (if any) instantly teleports to its location<br />
*shots_steal_credits (float), credit_drop_on_death_portion (float)<br />
**if a shot from this system hits the player, the player loses (shots_steal_credits) credits<br />
**if the parent entity of this system dies, then (credit_drop_on_death_portion ) * the credits stolen by this system are dropped on the ground<br />
*shots_die_instantly_at_boundary_direction (FourDirection), shots_die_instantly_at_boundary_distance_from_wall (int)<br />
**when shots from this system get within (distance) of the (direction) external room wall they instantly are removed from the game<br />
*attack_power_against_player<br />
**if a shot from this system hits the player instead, it acts as if this were the base attack power instead of the normal attribute<br />
**defaults to whatever attack_power is<br />
**this is internally implemented as a multiplier, since the base attack power of a shot is factored into the computation before the shot hits, and thus before it knows whether or not it will hit the player; but for the purpose of editing the xml this is in the same units as attack_power, rather than a percent or multiplier<br />
*shots_hit_friendlies_that_have_just_been_knocked_back (bool)<br />
**shots emitted by this system can hit friendlies that were knocked back in the past tenth of a second or so<br />
<br />
=== Oddities For Specific Player Items ===<br />
<br />
*energy_shield_damage_portion, energy_shield_conversion_multiplier (both float, optional)<br />
**the first is the percent of damage done to the parent entity that the conversion will try to apply to<br />
**the second is the cost in energy of each point of damage prevented, thus determining the max amount of damage that can actually be converted<br />
*shot_disintegration_speed_mult (float, optional).<br />
**Normally shots decay and shrink down in both size and damage dealt when they pass the end of their range or lifespan. This gives them a nice fade-out, but also increases the range somewhat based on the speed of the shot.<br />
**This multiplier lets you make this process of decay happen faster (>1) or slower (<1). A multiplier of 6 or more will make it almost instant, but without jolting out of existing unprofessionally. Default 1.<br />
*revives_parent_entity_with_hull_health_portion (float, optional)<br />
**whenever the parent system of this ship would normally die, its hull health is immediately set to X% (expressed as 0 to 1) of its max hull health<br />
*reveals_entire_map (bool)<br />
**when this system is triggered, the map of the current floor is fully revealed<br />
*reveals_room_types (List<[[Starward_Rogue:XML_-_Enum_Reference#RoomType|RoomType]]>)<br />
**when this system is triggered, all rooms on the current floor of the specified types are revealed<br />
*teleports_player_to_boss_room (bool)<br />
**when this system is triggered, if the player is not in the boss room, the player is teleported to a random door (not the one to the next floor) in the boss room.<br />
*teleports_player_to_unvisited_room_of_type ([[Starward_Rogue:XML_-_Enum_Reference#RoomType|RoomType]]), teleports_player_to_any_unvisited_room (bool)<br />
**when this system is triggered, if the current floor has any unrevealed rooms of this type (or any type, for the second field), the player is teleported to one (if none found, there's a chat log message)<br />
**if the new room is a secret room, any secret doors bordering the room are revealed<br />
**any locked doors bordering the room are unlocked<br />
*teleports_player_to_next_floor (bool)<br />
**when this system is triggered, the player is teleported to the next floor<br />
*scraps_and_regenerates_current_floor (bool)<br />
**when this system is triggered, the dungeon generates a new floor and replaces the current floor with it, then teleports the player to the beginning of the new floor<br />
*converts_from_item_type ([[Starward_Rogue:XML_-_Enum_Reference#InventoryItemType|InventoryItemType]]), converts_to_item_type ([[Starward_Rogue:XML_-_Enum_Reference#InventoryItemType|InventoryItemType]]), item_conversion_ratio (float)<br />
**when this system is triggered, it converts the player's (from) inventory to (to), at (ratio), until either the from supply is exhausted or the to inventory is full<br />
*makes_next_purchase_free (bool)<br />
**when this system is triggered, it sets a flag (which persists until dungeon exit or until you use it) that makes the next store purchase free<br />
*item_refund_chance (int), item_refund_portion (float), item_refund_cooldown (float), item_refund_requires_kill (bool)<br />
**when a shot emitted from this system hits (or kills) a ship, there's a % (chance, 1 to 100) that (portion, 0 to 1) of the required_item_type cost is refunded to the player inventory<br />
**cannot happen more often than (cooldown, default 0.3), tracked independently per system<br />
**portion can be negative, in which case it actually charges you extra on-hit or on-kill, which might be useful for something that's supposed to have a low cost to try but a higher cost to succeed<br />
**this is mainly for weapons with required_item_type=Energy, but Credits could work too, for a kind of very short-lived mercenary attack<br />
*shots_drift_towards_hostile_ships_range (int), shots_drift_towards_hostile_ships_speed (int)<br />
**shots fired by this system will move at (speed) towards hostile ships in (range), in addition to their normal movement<br />
**so not really homing, just kind of "magnetic"; whether it generates a collision depends a lot on the shot's speed and the magnetism strength<br />
*authorizes_when_parent_hit_by_enemy (bool, default true), authorizes_when_parent_hit_by_friend (bool)<br />
**works with firing_timing=WhenParentEntityHit and hitbox.on_hit_triggers_systems_of_type; if the entity triggering the authorization does not pass these flags it doesn't actually authorize the activation<br />
<br />
=== Spawning Stuff ===<br />
<br />
*spawns_entity_ship_category (ShipCategory)<br />
**similar to spawns_entity, but randomly picks from entity types with a matching ship_category<br />
*only_enabled_if_player_needs_missiles (bool)<br />
**if the player has any missiles, this system is disabled<br />
**if there are any missile pickups in the room, this system is disabled<br />
**if there are any enemies spawned by this system in the room, this system is disabled<br />
**if the room has already been won, this system is disabled<br />
*entities_spawned_by_this_always_drop (entity)<br />
**any entities spawned by this system will always drop the specified entity type on death<br />
*portion_attack_power_gain_per_my_portion_health_lost (float)<br />
**when this system emits a shos, the attack power of the shot is multiplied by 1 + (the portion of the system's parent entity health lost * this field)<br />
**so if this is 1, then as the parent entity's health approaches zero the attack power of newly emitted shots will approach twice what it would otherwise be<br />
*spawns_familiars (List<GameEntityTypeData>)<br />
**when this system is triggered, it spawns each of the listed entity types as familiars for the system's parent entity (works for players or enemies; the player ones will normally persist between rooms)<br />
*creates_x_item_pickups_nearby (int)<br />
**when this system is triggered, it spawns that many entities from ItemPool.RegularEnemyDrop near the player<br />
<br />
== Sub-Nodes ==<br />
<br />
==== drone ====<br />
<br />
specifies the entities that can spawn from this system; see drones_are_finite and drones_are_guards<br />
<br />
Attributes:<br />
<br />
*type (entity)<br />
**the type of entity to spawn<br />
*count (int)<br />
**if drones are finite, this is the number of this type of entity that can be spawned from this system. Otherwise this is just the relative frequency at which this type of entity will be spawned from this system.<br />
<br />
[[Starward_Rogue:Main#XML_Documentation|Starward Rogue XML Documentation Main]]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:XML_-_Modifier_Definitions&diff=27041Starward Rogue:XML - Modifier Definitions2015-11-24T05:36:00Z<p>Zogheen: Dominus Arbitrationis moved page Starward Rogue:Starward Rogue:XML - Modifier Definitions to Starward Rogue:XML - Modifier Definitions without leaving a redirect</p>
<hr />
<div><br />
== Overview ==<br />
<br />
Tons of stuff in the game can have modifiers that apply either to itself or to shots spawned by it or to its parent entity, etc. In XML, these are always sub-nodes and never top-level nodes on their own right, or in attributes.<br />
<br />
=== An example of a modifier===<br />
<br />
<pre><system name="GoldenBatBlueTriple"<br />
category="Weapon"<br />
shot_type="BulletPointedYellow"<br />
damage_type="Ballistic"<br />
attack_power="2" fire_rate=".2"<br />
range_actual="2000"<br />
shots_per_salvo="1" shot_speed="2"<br />
targeting_logic="Direct" firing_timing="AllTheTime"<br />
image_name="GoldenBatTurret" special_bullet_patterns="BlueTriple"<br />
><br />
<modifier target="MyShots" type="RicochetsOffTerrain"/><br />
</system></pre><br />
<br />
Specifically, this line:<br />
<br />
<pre><modifier target="MyShots" type="RicochetsOffTerrain"/></pre><br />
<br />
Says "apply the 'RicochetsOffTerrain' modifier to shots fired from the GoldenBatBlueTriple system".<br />
<br />
===Another example===<br />
<br />
<pre><entity name="SmallEnemy"<br />
category="Ship"<br />
display_name="Small Test Enemy"<br />
behavior="Attacker"<br />
speed="100"<br />
max_health="100"<br />
><br />
<system type="TestWeapon" offset="20,10" /><br />
<hitbox radius="32" /><br />
<periodic_movement_mode type="Reposition" related_point="10,5"><br />
<modifier type="MovementSpeed" math="Set" magnitude="1000" /><br />
</periodic_movement_mode><br />
</entity></pre><br />
<br />
Specifically, this line:<br />
<br />
<pre><modifier type="MovementSpeed" math="Set" magnitude="1000" /></pre><br />
<br />
Says "when SmallEnemy switches to its Reposition mode, its movement speed is set to 1000 for the duration of that mode".<br />
<br />
==Attributes of the modifier Node==<br />
<br />
*type ([[Starward_Rogue:XML_-_Enum_Reference#EntityModifierType|EntityModifierType]])<br />
**The hardcoded effect to use.<br />
*target (string)<br />
**Most contexts where you can put a modifier tag have more than one possible target for the modifiers, and target is how you specify which. The valid values of this vary from context to context, detailed later.<br />
*duration (float or special string, optional)<br />
**If left blank or set to zero or a negative number, the effect lasts forever (in the case of the player entity, the effect is removed when they leave the dungeon; no persisting effects between runs)<br />
**If set to a positive number, the effect lasts for that many seconds and then disappears<br />
**this may not mean much for some contexts, where the modifier is on a concept rather than on a specific entity or whatever; if you find that an effect is not elapsing when you want it to, let us know and we'll try to work out what's going on<br />
**If set to "room", lasts until the player leaves the room. If set on a non-player this acts like infinite duration.<br />
**If set to "floor", lasts until the player leaves the floor. If set on a non-player this acts like infinite duration.<br />
**If set to "UntilWoken", lasts until the entity is hit by something or until the player gets within wake_range AND is in line of sight<br />
**math ([[Starward_Rogue:XML_-_Enum_Reference#MathType|MathType]], required for some types, required to not be present for others)<br />
***Some [[Starward_Rogue:XML_-_Enum_Reference#EntityModifierType|EntityModifierType]]s require a number, and math tells the game how to use that number.<br />
*magnitude (float, required for some types, required to not be present for others)<br />
**Some [[Starward_Rogue:XML_-_Enum_Reference#EntityModifierType|EntityModifierType]]s require a number, and this is that number.<br />
related_item ([[Starward_Rogue:XML_-_Enum_Reference#InventoryItemType|InventoryItemType]], optional)<br />
**Right now only used for InventoryChangePerSecond, to specify which inventory item to affect.<br />
*requires_difficulty_at_least ([[Starward_Rogue:XML_-_Enum_Reference#DifficultyType|DifficultyType]], optional)<br />
**If the difficulty is set lower than the specified one, this modifier has no impact on the game.<br />
*requires_difficulty_at_most ([[Starward_Rogue:XML_-_Enum_Reference#DifficultyType|DifficultyType]], optional)<br />
**If the difficulty is set higher than the specified one, this modifier has no impact on the game<br />
*chance_out_of_100_to_copy (int, optional)<br />
**when copying this to an entity (for instance, when shots that apply a debuff to the things they hit), and this is > 0 and <= 100, there's only an X% chance that the modifier will actually be copied<br />
*damage_type ([[Starward_Rogue:XML_-_Enum_Reference#DamageType|DamageType]], required by things that require it)<br />
**only required by DamagePerSecond, for now<br />
*particle (particle_pattern, optional)<br />
**for modifiers actually on the entity's Modifiers list (so it was actually copied to it, not just applying due to some other rule), these are played during EmitOnMovementParticleEffects<br />
**this logic cannot result in the same NonSimEffectSpawningProfile playing more than once for that entity that frame from modifiers<br />
*do_not_stack (bool, optional)<br />
**only causes it to not-stack with other modifiers with the do_not_stack flag<br />
**if an effect is being copied to an entity, and that entity has another modifier of the same type (and related damage type, etc), and with this flag, then if this modifier has >= the duration and >= the magnitude it will replace the other modifier, otherwise it won't copy over<br />
*probation_type ([[Starward_Rogue:XML_-_Enum_Reference#EntityModifierProbationType|EntityModifierProbationType]])<br />
**if this is a modifier that has been copied to the player or a player system, and the probation type is violated, this modifier is immediately removed<br />
**if you have any probationary buffs, they're listed below the top HUD numbers<br />
*probation_ends_at_room_change (bool), probation_ends_at_floor_change (bool)<br />
**if this is a modifier that has been copied to the player or a player system, and the end condition (leave room or leave floor) is met, this modifier's probation_type is removed, rendering it permanent (unless you set duration, which will work normally)<br />
<br />
==Contexts In Which You Can Use A Modifier Tag ==<br />
<br />
=== GameEntity ===<br />
<br />
Valid targets:<br />
<br />
*MyShots<br />
**Shots generated by my systems.<br />
*OnPickupGrantToPlayer<br />
**Only makes sense for ItemPickup entities. When this entity is picked up by the player it puts these modifiers on the player.<br />
*OnPickupGrantToPlayer_FirstSystem<br />
**Only makes sense for ItemPickup entities. When this entity is picked up by the player it puts these modifiers on the player's first main gun.<br />
*OnPickupGrantToPlayer_SecondSystem<br />
**Only makes sense for ItemPickup entities. When this entity is picked up by the player it puts these modifiers on the player's second main gun.<br />
*Self<br />
**Whenever an entity of this type is created (whether it's a ship being seeded or a shot being spawned), these modifiers are copied to that new entity.<br />
<br />
=== periodic_movement_mode ===<br />
<br />
Don't specify a target for these, there's only one: applies to the entity in the mode, while the mode lasts.<br />
<br />
=== EntitySystem ===<br />
<br />
Valid targets:<br />
<br />
*MyShots<br />
**Shots generated by this system.<br />
*MyParentEntity<br />
**The entity carrying this system. Useful for an energy-based or consumable system picked up from an ItemPickup; if you want to make something that drains energy to increase your movement speed or whatever.<br />
*EntitiesMyShotsHit<br />
**whenever a shot spawned by this system hits a ship, it copies all its modifiers with this target to that ship<br />
*OnUse_ParentEntity<br />
**whenever this system is used, these modifiers are copied to the parent entity<br />
*MyParentEntityMainGunShots<br />
**whenever the ship fires its main guns, and this system is not disabled, these modifiers are copied to the emitted shots<br />
*NearbyEntities<br />
**see distance_threshold_modifiers_applied_to_nearby_entities<br />
<br />
=== bullet (inside bullet_pattern)===<br />
<br />
Valid targets:<br />
<br />
*Self<br />
**Applies to any shots using this bullet tag's data.<br />
<br />
[[Starward_Rogue:Main#XML_Documentation|Starward Rogue XML Documentation Main]]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:XML_-_BulletPattern_Definitions&diff=27040Starward Rogue:XML - BulletPattern Definitions2015-11-24T05:35:49Z<p>Zogheen: Dominus Arbitrationis moved page Starward Rogue:Starward Rogue:XML - BulletPattern Definitions to Starward Rogue:XML - BulletPattern Definitions without leaving a redirect</p>
<hr />
<div><br />
== Overview ==<br />
<br />
Unlike the other things being read in (GameEntity, EntitySystem, etc) this is more of a programming language than a chunk of data. That is, it's imperative as much as it is descriptive.<br />
<br />
It's also different in that it relies heavily on template "variables" to avoid duplicating a lot of xml when you want your bullets to do the same or similar thing a lot.<br />
<br />
===Here's an example usage:===<br />
<br />
====In a file in Configuration/EntitySystem/====<br />
<br />
<pre><br />
<system name="TestWeapon"<br />
category="Weapon"<br />
shot_type="BulletPointedYellow"<br />
damage_type="Ballistic"<br />
attack_power="40"<br />
fire_rate="3"<br />
range_actual="500"<br />
shots_per_salvo="1"<br />
targeting_logic="Lead"<br />
firing_timing="AllTheTime"<br />
special_bullet_patterns="TestVariablePattern"<br />
><br />
</system></pre><br />
<br />
====And in a file in Configuration/BulletPattern/====<br />
<br />
<pre><br />
<bullet_pattern name="TestVariablePattern"><br />
$TestOuterVar SPEED=500<br />
</bullet_pattern></pre><br />
<br />
====And in a file in Configuration/BulletPatternVariables/====<br />
<br />
<pre><br />
<var name="TestOuterVar"><br />
<bullet angle="0" speed="0"><br />
<loop iterations="5"><br />
<spawn><br />
<bullet_pattern><br />
$TestInnerVar A1=45 A2=-45<br />
$TestInnerVar A1=-45 A2=45<br />
</bullet_pattern><br />
</spawn><br />
<wait time="0.1" /><br />
</loop><br />
<die /><br />
</bullet><br />
</var><br />
<br />
<var name="TestInnerVar"><br />
<bullet angle="[A1]" speed="[SPEED]" shot_type="BulletBentEnergyRed"><br />
<wait time="0.5" /><br />
<loop iterations="5"><br />
<change angle="[A2]" time="0.0001" /><br />
<wait time="1" /><br />
<change angle="[A1]" time="0.0001" /><br />
<wait time="1" /><br />
</loop><br />
<die /><br />
</bullet><br />
</var></pre><br />
<br />
====Now let's trace what's going on:====<br />
<br />
Massively more confusing than the examples of the data-chunk files, right? Well, welcome to the neighborhood, it's at least as bad as it sounds.<br />
<br />
*There's a system (TestWeapon) with special_bullet_patterns="TestVariablePattern" . This tells it to ignore a lot of its normal firing logic and instead "do whatever that pattern tells you" whenever it fires.<br />
*In TestVariablePattern's definition, it references the template "TestOuterVar" and passes in the value "500" for the parameter "SPEED"<br />
**the 500 could have been hardcoded later on, but this allows multiple patterns to use this behavior with different bullet velocities without extra copy-and-paste<br />
*In TestOuterVar's definition, it:<br />
**creates a single "starter" bullet with no velocity (it's still visible in this example, but that's probably not desirable), which does the following five times:<br />
***spawn another bullet pattern, whose description references the template "TestInnerVar" twice, each time with different parameter values for A1 and A2<br />
****Again, the angles could have been hardcoded, but then the code in TestInnerVar would have to be written twice: once for each different set of values. Code duplication is the enemy!<br />
***waits a tenth of a second (before going back to the beginning of the loop)<br />
**and then the starter bullet dies<br />
*In TestInnerVar's definition, it:<br />
**creates a BulletBentEnergyRed bullet with angle = A1 and speed = SPEED (note: TestOuterVar doesn't have to pass SPEED in, that's already defined), which then:<br />
***travels at that course and speed for half a second<br />
***changes angle to A2 (instantly, that's the time="0.0001"<br />
***travels at that course and speed for a full second<br />
***changes back to A1<br />
***travels at that course and speed for a full second<br />
***switches back and forth four more times<br />
***dies<br />
<br />
The overall result is that it fires two strings of bullets 45 degrees on either side of the line to the target, and the lines "crisscross" five times before disappearing.<br />
<br />
'''IMPORTANT NOTE:''' the use of the template variables was completely optional and has no bearing on the actual xml schema: those just cause a bunch of text replacement when the xml is being read in. Here's how the file in Configuration/BulletPattern/ would have looked without any template vars, and also the actual xml text that the game would have _seen_ in the main parsing in the TestVariablePattern case:<br />
<br />
<pre><bullet_pattern name="TestVariablePattern"><br />
<bullet angle="0" speed="0"><br />
<loop iterations="5"><br />
<spawn><br />
<bullet_pattern><br />
<bullet angle="45" speed="500" shot_type="BulletBentEnergyRed"><br />
<wait time="0.5" /><br />
<loop iterations="5"><br />
<change angle="-45" time="0.0001" /><br />
<wait time="1" /><br />
<change angle="45" time="0.0001" /><br />
<wait time="1" /><br />
</loop><br />
<die /><br />
</bullet><br />
<bullet angle="-45" speed="500" shot_type="BulletBentEnergyRed"><br />
<wait time="0.5" /><br />
<loop iterations="5"><br />
<change angle="45" time="0.0001" /><br />
<wait time="1" /><br />
<change angle="-45" time="0.0001" /><br />
<wait time="1" /><br />
</loop><br />
<die /><br />
</bullet><br />
</bullet_pattern><br />
</spawn><br />
<wait time="0.1" /><br />
</loop><br />
<die /><br />
</bullet><br />
</bullet_pattern></pre><br />
<br />
== Node Types and Attributes ==<br />
<br />
=== var ===<br />
<br />
this is a template variable that can be referenced elsewhere to save effort. Can only be defined in files in Configuration/BulletPatternVariables/<br />
<br />
===== attributes =====<br />
*name (string)<br />
** must be unique, this is how it's referenced<br />
<br />
===== sub-node(s) =====<br />
* any<br />
** the game just basically copy-and-pastes it into whatever referenced it, after replacing any parameter names (enclosed in square brackets) with their values in that context<br />
<br />
===== IMPORTANT NOTE =====<br />
the syntax for referencing a variable is to have:<br />
<br />
*a $ as the first non-whitespace on a line<br />
*followed immediately by the name of the variable<br />
*followed by zero or more:<br />
**one space<br />
**followed immediately by a parameter name (alpha-numeric, starts with a letter)<br />
**followed immediately by an equal sign<br />
**followed immediately by the parameter value (alpha-numeric, most symbols probably work, no spaces)<br />
<br />
=== bullet_pattern ===<br />
this is the main thing being defined, but the node can also be used within a bullet's spawn sub-node<br />
<br />
===== attributes =====<br />
<br />
*name (string, required unless this is within a spawn node)<br />
**Must be unique across all BulletPattern's being loaded by the game<br />
<br />
===== sub-node(s) =====<br />
* bullet<br />
<br />
=== bullet ===<br />
this is the main point of defining anything, and corresponds to a single GameEntity spawned by the firing system<br />
<br />
===== attributes =====<br />
<br />
*angle (float)<br />
**the angle of the shot's initial course, relative to the angle to the target (or to the angle of the shot spawning this, if this is a nested pattern)<br />
*speed (float)<br />
**the speed of the shot's initial course<br />
*dumbfire (bool, optional)<br />
**the shot's initial angle is relative to the firing ship's rotation, rather than to the angle to the target<br />
*shot_type (GameEntity name, optional)<br />
**if set, makes this shot this entity type, rather than whatever the system normally produces<br />
*damage_type ([[Starward_Rogue:XML_-_Enum_Reference#DamageType|DamageType]], optional)<br />
**if set, makes this shot do this kind of damage, rather than what the system specifies<br />
*interval_mult (int, optional)<br />
**if > 1, makes the pattern only do this bullet every N times. So if it this is 3 then this bullet entry will be processed on the system's 1st firing, 4th firing, 7th firing, etc<br />
*requires_difficulty_at_least ([[Starward_Rogue:XML_-_Enum_Reference#DifficultyType|DifficultyType]], optional)<br />
**If the difficulty is set lower than the specified one, this bullet does not fire.<br />
*requires_difficulty_at_most ([[Starward_Rogue:XML_-_Enum_Reference#DifficultyType|DifficultyType]], optional)<br />
**If the difficulty is set higher than the specified one, this bullet does not fire.<br />
*damage_mult (float, optional)<br />
**multiplies the damage done by the shot<br />
*behavior ([[Starward_Rogue:XML_-_Enum_Reference#FlockBehaviorType|FlockBehaviorType]], optional)<br />
**makes the shot use the designated behavior, for example PathfindingAttacker, instead of normal shot movement logic; note that this will tend to override any angle/etc setting in the pattern<br />
*requires_parent_scale_less_than_or_equal_to (float, optional)<br />
**if the firing entity's scale (visual size multiplier) is currently greater than this, the bullet entry is not processed<br />
*requires_parent_scale_greater_than_or_equal_to (float, optional)<br />
**if the firing entity's scale is currently less than this, the bullet entry is not processed<br />
*requires_parent_health_percent_less_than_or_equal_to (float, optional)<br />
**if the firing entity's health percent (expressed between 0 and 100) is greater than this, the bullet entry is not processed<br />
*requires_parent_health_percent_greater_than_or_equal_to (float, optional)<br />
**if the firing entity's health percent (expressed between 0 and 100) is less than this, the bullet entry is not processed<br />
*requires_firing_system_range_to_player_less_than_or_equal_to (float, optional)<br />
**if the firing entity's range to the player is greater than this, the bullet entry is not processed<br />
*requires_firing_system_range_to_player_greater_than_or_equal_to (float, optional)<br />
**if the firing entity's range to the player is less than this, the bullet entry is not processed<br />
*is_invisible_and_does_not_collide_with_ships (bool, optional)<br />
**the shot does not render and does not collide with ships; still moves normally and can collide with terrain<br />
***this would be useful for a bullet that should spawn something when it either expires from duration or hits a wall<br />
*on_death_ability_explosion_radius (int, optional)<br />
**if > 0, the size of the shot-clearing pulse when this shot is removed from the game<br />
*spawns_offset_from_firing_entity (ArcenPoint, optional)<br />
**sets the origin of the shot relative to the center of the firing entity. Primarily useful for quasi-melee weapons<br />
*moves_with_firing_entity (bool, optional)<br />
**the shot maintains its position relative to the firing entity, as that entity moves around. Primarily useful for quasi-melee weapons<br />
*rotates_around_firing_entity (bool, optional)<br />
**the shot rotates with the firing entity, combined with the previous flag it updates its position to also stay constant relative to the firing ship's central axis (so if it's to the upper right, and you do a 180, it will be to the lower left on the screen)<br />
<br />
===== sub-node(s) =====<br />
<br />
* modifier, wait, die, change, spawn, spawn_entity, loop<br />
<br />
Note: all of these except "modifier" are "actions", and happen in sequence after the shot's creation. "modifier" nodes can be anywhere in the list, but their order is not significant (for consistency please put them all at the top of the node body, above all actions)<br />
<br />
=== wait ===<br />
<br />
this just makes the shot continue whatever it was doing for a certain period of time before proceeding to the next action<br />
<br />
===== attributes =====<br />
<br />
* time (float)<br />
**seconds until the bullet moves to the next step<br />
<br />
=== die ===<br />
this makes the shot go away<br />
<br />
===== attributes =====<br />
<br />
* instant (bool, optional)<br />
** if set, the bullet disappears instantly when it hits this step. Otherwise it starts the scaling-down process that removes it shortly thereafter.<br />
<br />
=== change===<br />
this changes some aspect of the shot's movement, often doing that over a period of time.<br />
<br />
===== attributes =====<br />
<br />
* time (float)<br />
**how long the change takes, in seconds. During the change the shot will interpolate (lerp) between its state at the beginning of the change and the target state<br />
***a value of 0.001 can be used for "instant" changes<br />
*time_rand (two floats separated by a comma, optional)<br />
**the random component for the time attribute<br />
***so if you have <change time="4" time_rand="-1,1" /> then the change will actually take some time between 3 and 5 seconds<br />
*relative (bool or special string, optional)<br />
**if this is "ToPlayer" then the angle is set relative to the angle to the player at the beginning of this change<br />
***this doesn't make sense combined with changes other than angle<br />
**if this is "true" then all changes in this action are considered relative to the shot's state at the beginning of the action. That way you can speed up by 10 by just putting speed="10" rather than computing it in your head while writing the pattern<br />
*speed (float, optional)<br />
**the target speed (or delta, if relative is true)<br />
*speed_rand (two floats separated by a comma, optional)<br />
**the random component for the speed attribute<br />
*angle (float, optional)<br />
**the target angle (or delta, if relative is true)<br />
*angle_rand (two floats separated by a comma, optional)<br />
**the random component for the angle attribute<br />
*offset_from_parent (ArcenPoint, optional)<br />
**the target offset from the parent (or delta, if relative is true), useful with on bullet entries with the moves_with_firing_entity flag when making quasi-melee weapons swing around<br />
<br />
=== spawn===<br />
<br />
this creates more shots<br />
<br />
===== sub-node(s) =====<br />
<br />
* must contain ''exactly'' one bullet_pattern node<br />
<br />
=== spawn_entity===<br />
this creates something... anything really, though the game will get really weird if you spawn another player-type hull or something like that<br />
<br />
===== attributes =====<br />
<br />
* name (GameEntity type name)<br />
**the name of the entity type to spawn<br />
*spawn_at_parent (bool, optional)<br />
**the entity will spawn at the firing ship's location; otherwise it spawns at the shot's current location<br />
<br />
=== loop ===<br />
this makes the shot do the same thing multiple times in a row, without you having to repeat yourself. Code duplication is the enemy!<br />
<br />
===== attributes =====<br />
<br />
*iterations (int)<br />
** the number of times to perform the body<br />
<br />
===== sub-node(s) =====<br />
<br />
* wait, die, change, spawn, spawn_entity, loop<br />
<br />
[[Starward_Rogue:Main#XML_Documentation|Starward Rogue XML Documentation Main]]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:XML_-_TilesetBackground_Definitions&diff=27039Starward Rogue:XML - TilesetBackground Definitions2015-11-24T05:35:42Z<p>Zogheen: Dominus Arbitrationis moved page Starward Rogue:Starward Rogue:XML - TilesetBackground Definitions to Starward Rogue:XML - TilesetBackground Definitions without leaving a redirect</p>
<hr />
<div>For each directory in Images/Tilesets/ (for example, BlueShip), a Tileset is created. Inside each of those is a Starfields/ directory. This has 1 or more *.xml files, and each of those *.xml files contain 1 or more "definition" nodes, and each of those nodes is a background that can be used for that tileset (either in an interior, or in an open space area, respectively).<br />
<br />
=== "definition" nodes ===<br />
<br />
These are the attributes of a "definition" node:<br />
<br />
* name (string)<br />
** just a way to uniquely refer to the record, must be unique across all the files in that directory<br />
*backplate (string)<br />
**the filename (without extension) of the backplate image, relative to the directory this .xml file is in<br />
*backplate_distance (int)<br />
**if this is <= 100, the background moves at the same "speed" as the player, in reverse<br />
**if this is >= 10000, the background moves at 1/1000th the speed of the player, in reverse; this is effectively stationary visually<br />
**if this is between those numbers, the speed multiplier is linearly intepolated (so 2500 is about 3/4 as fast, 5000 is about 1/2 as fast, etc)<br />
*backplate_shader ([[Starward_Rogue:XML_-_Enum_Reference#ShaderType|ShaderType]], default Normal)<br />
**the shader used to draw the backplate<br />
**default Normal<br />
*backplate_hue (float, default do-not-use)<br />
**the hue shift used to draw the backplate<br />
** valid values between 0 to 1<br />
**note: the shader must be set to HSV or HSVAdditive for this to have any effect<br />
** backplate_is_fulscreen_immobile (bool)<br />
*** when true, the backplate is assumed to be a 1920x1080 image that fills the entire back of the screen and does not move.<br />
<br />
==== sub-node type: "parallax_object" ====<br />
concept: a background image seeded when the room is created; stationary except for parallax-shift<br />
<br />
*images (comma-delimited list of strings)<br />
**the filenames (without extensions) of the images, relative to the directory this .xml file is in, which can be randomly picked from for this type of object<br />
*min_seed_count (int), max_seed_count(int)<br />
**the number of objects of this type that will be put in the background of any given room using this TilesetBackground.<br />
**actual number is rolled randomly for the room when it is generated<br />
*min_distance (int), max_distance (int)<br />
**similar to backplate_distance, but for the individually seeded parallax object.<br />
**actual number is rolled randomly for the individual object when it is generated<br />
*shader ([[Starward_Rogue:XML_-_Enum_Reference#ShaderType|ShaderType]], default Normal)<br />
**the shader used to draw the objects of this type<br />
**default Normal<br />
*hue (float, default do-not-use)<br />
**the hue shift used to draw the objects of this type<br />
** valid values between 0 to 1<br />
**note: the shader must be set to HSV or HSVAdditive for this to have any effect<br />
* diffuse (3 or 4 ints from 0-255 each, representing either RGB or ARGB)<br />
** sets the color, and/or the transparency, or the object.<br />
** for instance, if you wanted a normally-colored but half-transparent object, you would set diffuse="128,255,255,255"<br />
*x_anchors_left (bool)<br />
**whether the x offset (if any) is relative to the left of the screen, or the right<br />
*y_anchors_top (bool)<br />
**whether the y offset (if any) is relative to the top of the screen, or the bottom<br />
*min_x_offset (int), max_x_offset (int), min_x_offset_percent (int), max_x_offset_percent (int)<br />
**the x offset for each individual object is randomly rolled by these when it is generated<br />
**if percent is defined, the non-percent variants are ignored; percent is from 1 to 100 and refers to percent of screen width<br />
*min_y_offset (int), max_y_offset (int), min_y_offset_percent (int), max_y_offset_percent (int)<br />
**similar to the x ones, but for the y axis<br />
*stretches_from_top_to_bottom (bool)<br />
**whether the object should be UV tiled from the top to the bottom of the screen<br />
**causes the y offsets to be ignored<br />
*stretches_from_left_to_right (bool)<br />
**whether the object should be UV tiled from the left to the right of the screen<br />
**causes the x offsets to be ignored<br />
* stretching_is_clamped_instead_of_repeat (bool)<br />
** normally when something is stretched, it's actually repeating the pattern in a tiling fashion. However, with this on it will stretch the image instead.<br />
* simple_anchoring_on_screen (AnchorLocation, optional)<br />
** if set to a value, then it will cause the game to draw this object in screen coordinates and move it relative to that position on the screen as the parallax offset shifts.<br />
<br />
==== sub-node type: "parallax_flyby" ====<br />
concept: a background image created outside the viewport during gameplay, moves either vertically or horizontally across the background (visual position also being parallax-shifted) until it leaves the viewport and disappears<br />
<br />
* image_dictionaries (comma-delimited list of strings)<br />
**the filenames (without extensions) of the image dictionaries, relative to the directory this .xml file is in, which can be randomly picked from for this type of object<br />
*min_distance (int), max_distance (int)<br />
**similar to backplate_distance, but for the individually seeded parallax object.<br />
**actual number is rolled randomly for the individual object when it is generated<br />
*shader ([[Starward_Rogue:XML_-_Enum_Reference#ShaderType|ShaderType]], default Normal)<br />
**the shader used to draw the objects of this type<br />
**default Normal<br />
*hue (float, default do-not-use)<br />
** valid values between 0 to 1<br />
**note: the shader must be set to HSV or HSVAdditive for this to have any effect<br />
**the hue shift used to draw the objects of this type<br />
* diffuse (3 or 4 ints from 0-255 each, representing either RGB or ARGB)<br />
** sets the color, and/or the transparency, or the object.<br />
** for instance, if you wanted a normally-colored but half-transparent object, you would set diffuse="128,255,255,255"<br />
*min_seconds_between_spawns (float), max_seconds_between_spawns (float)<br />
**after each spawn a number is rolled between these to determine how long until checking for another spawn of this type<br />
*population_cap (int)<br />
**if there are already this many flybys of this type current flying for this room, it can't spawn another<br />
*moves_horizontally (bool)<br />
**whether flybys of this type should move horizontally instead of vertically<br />
**if false, the flyby starts at the top of the screen, otherwise it starts at the left<br />
*movement_speed (int)<br />
**the speed of this flybys movement<br />
**this is in pixels per second, relative to a <= 100 distance and a fully zoomed-in viewport; if the distance is greater or there's any zoom out the visual movement will be slower than that<br />
**if this is negative, the flyby starts at the bottom or right (respectively) of the screen and flies in the opposite direction than if it were positive<br />
*other_axis_anchors_left_or_top (bool)<br />
**whether the offset on the non-movement axis (so if moves_horizontally is true, this applies to the vertical offset) is anchored to the left/top (respectively) or the right/bottom<br />
*min_offset_on_other_axis (int), max_offset_on_other_axis (int), min_offset_percent_on_other_axis (int), max_offset_percent_on_other_axis (int)<br />
**similar to parallax_object's min_x_offset and such attributes, but again applying to the non-movement axis<br />
<br />
[[Starward_Rogue:Main#XML_Documentation|Starward Rogue XML Documentation Main]]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:XML_-_Tutorial_Definitions&diff=27038Starward Rogue:XML - Tutorial Definitions2015-11-24T05:35:20Z<p>Zogheen: Dominus Arbitrationis moved page Starward Rogue:Starward Rogue:XML - Tutorial Definitions to Starward Rogue:XML - Tutorial Definitions without leaving a redirect</p>
<hr />
<div>Each .xml file in the Configuration/Tutorials/ directory is parsed, and each child of the root node is read as a separate tutorial.<br />
<br />
Each of those nodes will have 1 or more "phase" nodes, and each phase corresponds to a single room that is run in a way very similar to a test chamber<br />
<br />
== main nodes ==<br />
<br />
*name<br />
**the internal name the game will remember this tutorial by; if someone beats the tutorial and this name is later changed, the game will think it's a new (unbeaten) tutorial<br />
*display_name<br />
**the name that will be shown on the tutorial list to the player<br />
*end_message<br />
**the message shown to the player when this entire tutorial is successfully completed<br />
<br />
== tutorial sub-node type: phase ==<br />
<br />
the contents of this node (between the > and the <, so not including the attributes and the tag itself) will be parsed as a test chamber script when the phase is started<br />
<br />
since the parsing doesn't happen until later, those contents will not be error-checked during the loading of the game<br />
<br />
*starting_message<br />
**the message shown to the player when this phase is started<br />
**this also shows on the escape menu's bottom-right info block during this phase<br />
<br />
[[Starward_Rogue:Main#XML_Documentation|Starward Rogue XML Documentation Main]]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:XML_-_PeriodicMovementModeType_Definitions&diff=27037Starward Rogue:XML - PeriodicMovementModeType Definitions2015-11-24T05:34:58Z<p>Zogheen: Dominus Arbitrationis moved page Starward Rogue:XML - PeriodicMovementModeType Definitions to Starward Rogue:Starward Rogue:XML - PeriodicMovementModeType Definitions without leaving a redirect</p>
<hr />
<div>== Overview ==<br />
<br />
These are basically strange and wonderful movement modes that we have created for enemies, and which you can have the enemy periodically invoke. There are a variety of parameters that you can pass in for each mode. These are all sub-nodes of GameEntity.<br />
<br />
== General attributes for all of the modes ==<br />
<br />
*type (PeriodicMovementModeType)<br />
**Specific types are detailed in their own sections, lower down.<br />
*requires_line_of_sight (bool)<br />
**Is this only eligible when the enemy has line of sight on the player?<br />
*requires_range_to_player_less_than_or_equal_to (int)<br />
**If greater than zero, then the center of the player must be within this many pixels of the center of the enemy for this movement mode to be eligible.<br />
*requires_range_to_player_greater_than<br />
**If greater than zero, then the center of the player must be at least this many pixels away from the center of the enemy for this movement mode to be eligible.<br />
<br />
===What’s all this about eligibility?===<br />
<br />
*When the interval runs out and the entity pulls a movement mode, it checks all the sub-nodes for eligibility and then picks randomly between the eligibles<br />
*If none eligible, it just resets the interval and moves on.<br />
*Note: you can have more than one node of a given mode-type on an entity, but often it won't make much sense.<br />
<br />
Many of the inherent buffs of these (movement speed, on-touch damage, damage resistance) are actually applied via modifier, most of which you can override, and you can also add more for a specific mode of a specific enemy. See later under modifiers.<br />
<br />
==InsaneThroughWallCharge ==<br />
<br />
TLDR: The enemy runs at high speed through walls and everything, and then comes back to rest at the spot it started at. Gets big buff to on-touch damage.<br />
<br />
===== Attributes Just For This Mode =====<br />
<br />
*if only_charges_cardinal_directions, then it picks a random FourDirection and moves on that angle<br />
**else, if only_charges_random_directions, then it picks a random angle and moves on that angle<br />
**else, it picks the angle towards the player's current location (at the time this mode is started) and moves on that angle<br />
*Gets a reddish hue, and then the following implicit attributes for the duration of the mode:<br />
**IgnoresCollisionWithWallTerrain<br />
**IgnoresCollisionWithNonWallTerrain<br />
**And then the following implicit modifiers:<br />
***MovementSpeed * 2<br />
***MeleeDamage * 10<br />
*Note: if you explicitly add DestroysTouchingNonWallTerrain, they work ok together.<br />
**I.e.: <modifier type="NonMeleeCannotFire"/><br />
*To end this mode, it checks:<br />
**when its pessimistic collision box is at least 100 distance outside the room world rect:<br />
***instantly repositions back towards its origin to be within 100 distance<br />
***moves back to the origin on the same modifiers, then stops the mode.<br />
<br />
== ShadowDash ==<br />
<br />
The enemy picks a target point, turns invisible and invincible, moves there while ignoring collision with terrain, and reappears; optionally with a shot-clearing pulse. <br />
<br />
Note: tries to not pick a spot where it will be colliding with terrain at the end<br />
<br />
===== Attributes Just For This Mode =====<br />
<br />
*chance_to_target_player (int)<br />
**chance out of 100 to pick the player's current location (at the start of the charge) as the target point<br />
*shockwave_radius (int)<br />
**size of the shot-clearing pulse<br />
<br />
== FreakOut ==<br />
<br />
The enemy makes random movement orders and gets big buff to movement speed, on-touch damage, and damage resistance<br />
<br />
===== Attributes Just For This Mode =====<br />
<br />
*max_duration (int)<br />
**number of seconds this mode lasts<br />
<br />
== Reposition ==<br />
<br />
The enemy moves to the specified tile, ignoring collision with terrain. Optionally pathfinds (as if not ignoring terrain collision).<br />
<br />
===== Attributes Just For This Mode =====<br />
<br />
*related_point (ArcenPoint)<br />
**The tile to move to, in terms from the upper-left tile of the room. A tile is 64 pixels on a side at max zoom in.<br />
*try_to_pathfind (bool)<br />
**If true, tries to pathfind. If false or if no path found, moves straight to the target tile.<br />
<br />
<br />
[[Starward_Rogue:Main#XML_Documentation|Starward Rogue XML Documentation Main]]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:XML_-_Overall_Organization&diff=27036Starward Rogue:XML - Overall Organization2015-11-24T05:34:53Z<p>Zogheen: Dominus Arbitrationis moved page Starward Rogue:XML - Overall Organization to Starward Rogue:Starward Rogue:XML - Overall Organization without leaving a redirect</p>
<hr />
<div><br />
==Formatting==<br />
If you can, please use an editor like Visual C# 2008 or similar that will do tab indenting in such a way that matches what Chris and Keith are checking in from Visual Studio 2008. We don’t want to have a formatting war accidentally happening in SVN. ;)<br />
<br />
==Overall Organization==<br />
There are a few key words that are important to understand for purposes of the API documentation.<br />
<br />
===GameEntity===<br />
<br />
*This is most things in the game. But, specifically:<br />
*GameEntityCategory.'''Shot'''<br />
**These are actual individual bullets moving around. They might be part of some larger pattern or who knows, but the important thing is that this is one bullet moving around.<br />
*GameEntityCategory.'''Ship'''<br />
**Good or bad, this is either a player or an enemy.<br />
**Ships CANNOT attack directly. They have to have guns mounted on them (see below), and then the guns do the attacking. <br />
***If a ship looks like it has no gun, it is using an invisible gun.<br />
*GameEntityCategory.'''ItemPickup'''<br />
**These are actual item pickups that you can step on and pick up. You can also drop these.<br />
**If you are doing item design, probably this is where you will do that.<br />
*GameEntityCategory.'''Obstacle'''<br />
**This is a very strange category and likely you won’t do much with. These include things ranging from mines to interior walls to those floor-mounted lasers to the shootable and bombable wall bits, etc.<br />
<br />
===EntitySystem===<br />
<br />
* These are things that do stuff when mounted on a ship. Usually that means shoot something, but it could also be a system for healing or who knows what.<br />
* Typically when an item is picked up by a player, it’s going to add a new system to the ship of the player, and/or remove some. Well, maybe half the time. That leads into...<br />
<br />
===EntityModifier===<br />
<br />
* These are not things that you can define directly, unlike all the things above. But they’re so central that I’m going to go ahead and mention them here. You will be asking us for new modifiers all the time, and we’ll code them and then you can use them, so it’s not like these aren’t relevant for you.<br />
* A modifier can be applied either to a system or to a ship, and it causes some sort of behavioral change or other effect. These might last for a little while or forever.<br />
* For example these might cause the bullets from that one system to ricochet from now on, or might cause all bullets from all systems on the ship to move past non-wall obstacles for the next 30 seconds.<br />
<br />
===PeriodicMovementMode===<br />
<br />
* This is another thing that you can’t define directly, but again is super central and something you’ll be asking us for now and then. These are things that you’ll attach to various enemies to make them behave in very specialized ways for a little while.<br />
* For example they might do an “insane through-wall charge,” or a “shadow dash,” or a “freakout.” We’ll be adding to this list with time.<br />
<br />
===BulletPattern===<br />
<br />
* This is incredibly important and something that is not to be confused with shots. A bullet pattern is basically defining scripted behavior in a SHMUP-like fashion for one bullet that comes out of a system of a ship.<br />
* The original bullet typically dies immediately on being fired, but spawns a bunch of other bullets that then do a bunch of other insane stuff, which might include spawning yet more bullets.<br />
* I’m using the word shot and bullet interchangeably here, but the actual word in code is shot.<br />
<br />
===BulletPatternVariables===<br />
<br />
* These are not actually a game thing, but rather are a convenient way for setting up far-more-complex bullet patterns without having to repeat large sections of code repeatedly. <br />
* An individual bullet pattern variable is something that does the bulk of the logic for a bullet pattern, but it can take in variables that you define, and one bullet pattern can call the same variable multiple times with different arguments each time, or multiple bullet patterns can call the same variable with different arguments and get hugely different results.<br />
* Individual variables can even call other sub-variables in order to avoid duplicate code.<br />
* Basically: if you find yourself copy-pasting a large amount of bullet code that will be largely identical except for some numbers here and there, then you’re doing it wrong. ;) <br />
** You need to make one bullet variable that contains that block of code, insert variables for those numbers you want to have vary, and then call the variable with those numbers passed in differently each time.<br />
** Why do this? It’s easier to read, for one. It’s also easier for you to fix bugs or make other tweaks in, so it saves you time. It’s quicker to type out in the first place, once you’re used to it.<br />
* If you’re a programmer, you may note that the word “variable” is actually kind of inappropriate here. These “variables” are actually a bit more like methods or functions at this point, to be honest. They started out more variable-like, sorry about that.<br />
<br />
===FloorGeneration===<br />
<br />
* There’s some various stuff in here relating to how dungeon floors get created.<br />
<br />
==Image Folders==<br />
<br />
A lot of this stuff uses images, of course. There are a few things to explain about these folders:<br />
<br />
* RuntimeData/Images/Items<br />
**Anything that is an ItemPickup will have an image in here.<br />
**Subfolders are arbitrary, and are defined just for organizational purposes.<br />
**Chris will be the one defining most of the actual images in here, so if you are making a new item pickup that doesn’t yet have an image, you can just reference some other item image temporarily.<br />
* RuntimeData/Images/Ships<br />
**Anything that is a Ship goes in here.<br />
**Subfolders are arbitrary, and are defined just for organizational purposes.<br />
**Chris will be the one defining most of the actual images in here, so if you are making a new ship that doesn’t yet have an image, you can just reference some other item image temporarily.<br />
***THAT said, if you are making a variant of a ship that combines a base with some other attachments that already exist but not in the combination you want to use them, then you can do that. That won’t actually require you adding any new images, but you would want to look in these folders and see what’s available to you.<br />
* RuntimeData/Images/Shots<br />
**If you want to see what the various shot shapes are, this is where you come look. It’s a really good idea to do so that you can properly design bullet patterns -- or even individual gun shots -- that “feel right.”<br />
* RuntimeData/Images/Systems<br />
**Any entity systems that are defined will be referencing someting in here. Either that will be a visible turret or other attachment, OR it will be referencing “Invisible,” which is a tiny transparent image. A lot of systems will do that.<br />
**Subfolders are arbitrary, and are defined just for organizational purposes.<br />
<br />
==XML Folders==<br />
<br />
This is where anything you define actually goes.<br />
<br />
It is important to note that enemies and systems and shots and all that sort of thing are ENTIRELY data-driven, unlike in our other games. That makes this incredibly modder-friendly, as well as easy for us to define without having to re-code things.<br />
<br />
Some things, like behaviors or modifiers, are of course not defined in data. Those are defined in code, but in such a way that you can then use them in a huge number of ways and combinations in your xml files. If you’re a programmer, think of the xml files as being your “program,” while the things we put in hardcoded definitions are the “language” and “libraries” that you use.<br />
<br />
===ABOUT FOLDERS!===<br />
<br />
* The folder definitions are not arbitrary, and are not just for organization. <br />
* The game looks at each folder as a “type of thing,” and then reads in any xml files it finds within there. <br />
**This is very modder-friendly as well, because it means that there can be any number of arbitrary xml files in there and the game will read them all. This means that a modder’s additions won’t be accidentally overwritten next time we push a release to the game, for instance.<br />
**This also makes it so that individual staff members can have individual files of their own in each folder that have a prefix that is either their name, initials, forum handle, or whatever.<br />
***For instance, all of Misery’s stuff has Misery_ in front of it, and Chris uses CMP_ in front of it. Stuff that Keith is adding for test purposes also just goes in the CMP_ files, because why not.<br />
**Even though the filenames are completely arbitrary and the only thing that matters is what folder it is in, it’s a great idea to use a format that includes the name of the folder after your name/initials/whatever, so that in an xml editor we can tell what the file is -- opening these as tabs in visual studio won’t let us see what folder they came from, for instance; we can only see the filenames.<br />
*Lastly, when it comes to specific files that are being created by staff, bear in mind that Chris in particular may go in and make tweaks in the files of other people, or even make additions. <br />
**Thanks to the wonderful diffing capabilities of SVN, you can easily see what he changed, and the changes he made and that you make will all be able to merge very easily unless you both changed exactly the same line. In which case SVN has tools for reconciling those changes, too.<br />
**If you have specific proposals for changes to the enemy or other design of someone else, then feel free to make changes in someone else’s file, too. If you commit something like that and the other person or Chris isn’t too fond of it, then that’s something that can always be altered. <br />
***We have a full revision history, so when in doubt feel free to be liberal about your changes since you can’t permanently break anything.<br />
***If you are making changes to someone else’s work, though, please make some notes in the svn log as to why -- it’s just good form to explain your commits in general, unless you’re just checking in a batch of images or something.<br />
<br />
===The Specific Folders===<br />
* RuntimeData/Configuration/BulletPattern<br />
**This is where the bullet pattens go.<br />
* RuntimeData/Configuration/BulletPatternVariables<br />
**Shockingly, this is the bullet pattern variables.<br />
* RuntimeData/Configuration/EntitySystem<br />
**In another great twist, all the entity systems are here.<br />
* RuntimeData/Configuration/FloorGeneration<br />
**Floor generation stuff.<br />
*RuntimeData/Configuration/GameEntity<br />
**ALL of the game entity stuff is in here.<br />
**The names and organization is arbitrary, but there are multiple files even just for Chris so that things could be broken out somewhat. Keeping the player hulls away from the familiars away from the enemy ships, etc.<br />
**If you wanted to have separate files for large enemies, small ones, stationary ones, boss ones, whatever, you can do so.<br />
<br />
<br />
<br />
[[Starward_Rogue:Main#XML_Documentation|Starward Rogue XML Documentation Main]]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:XML_-_EntitySystem_Definitions&diff=27035Starward Rogue:XML - EntitySystem Definitions2015-11-24T05:34:48Z<p>Zogheen: Dominus Arbitrationis moved page Starward Rogue:XML - EntitySystem Definitions to Starward Rogue:Starward Rogue:XML - EntitySystem Definitions without leaving a redirect</p>
<hr />
<div><br />
== Overview ==<br />
<br />
These are not ships -- they're just guns or whatever. They're how a ship actually does something like shoot or trigger an ability, generally.<br />
<br />
===An example===<br />
<br />
<pre><system name="PlayerDirected_Minigun"<br />
category="PlayerDirectedWeapon"<br />
is_player_main_weapon="true"<br />
shot_type="BulletPointedBlue"<br />
damage_type="Ballistic"<br />
attack_power="14"<br />
fire_rate="0.4"<br />
range_actual="500"<br />
shots_per_salvo="1"<br />
shot_speed="1200"<br />
flagship_ability_type="DirectFireWeapon"<br />
targeting_logic="Direct"<br />
image_name="MantaGun"<br />
quality_tier="0"<br />
><br />
</system></pre><br />
<br />
== Attributes ==<br />
<br />
=== Most Important General ===<br />
<br />
*category ([[Starward_Rogue:XML_-_Enum_Reference#EntitySystemCategory|EntitySystemCategory]])<br />
*image_name (string)<br />
**Normally the name of the entity is what is used to find the image for the entity. This lets you override that logic.<br />
**When you set this, they will use RuntimeData/Images/Systems/image_name<br />
**Use Invisible to have the system not visibly show on the entity (often a good idea).<br />
*image_folder (string)<br />
**This can be used with or without image_name. Often it is used without image_name.<br />
**For organizational purposes, it’s nice to be able to put graphics into arbitrary subfolders. So for instance, we have an Player subfolder inside the Systems folder.<br />
**To make sure that our system looks for an image in there, we just set image_folder=”Player” and that’s it.<br />
**You can do folders-in-folders if you want, too, and then have a forward slash (/) separating those out.<br />
**Make sure to always use forward slashes when referencing filenames. If you’re working on windows it will work with a backslash, but then someone running this on osx or linux will have it fail.<br />
*is_destroyed_after_finite_uses (int, optional)<br />
**if a number > 0, then the system is gone after triggering that many times. Default 0.<br />
<br />
=== General Player-Only Stuff ===<br />
<br />
*is_toggleable (bool, optional), defaults_toggle_off (bool, optional, defaults true)<br />
**only for player energy-use systems, really; pressing the related only_fires_on_keybind (or release) keybind toggles the system on and off (if toggled off, the modifiers it applies to the parent entity, if any, no longer have effect)<br />
*display_name (string, optional)<br />
**what the player sees when the game tries to tell them the name of this system<br />
*description (string, optional)<br />
**similar to display_name, not necessarily used in all contexts that display_name is<br />
<br />
=== Most Important Weapon Stuff ===<br />
<br />
*attack_power (float)<br />
**how much damage this system's shots do<br />
*fire_rate (float)<br />
**how many seconds it takes the system to reload after firing a salvo before it can fire again<br />
**NOTE! If you want this to go really fast, then for enemies you also need to set the cue_time lower.<br />
*cue_time (float, optional, default 0.5)<br />
**the number of seconds this system (or the entity, if this is the only cue-time system on it) puts out a little yellow pulse "cue" before it actually fires.<br />
**only applies to enemies, and this effectively reduces the firing rate.<br />
*range_actual (int, required unless there's a BulletPattern)<br />
**how far this system's shots can fly until they disappear.<br />
** Note: completely ignored if 1+ special_bullet_patterns are defined.<br />
*range_to_live_mult (float, optional)<br />
**this system's shots live this much longer or shorter than its range implies. Only current usage is making the mine's self destruct "system" shots not go anywhere, via mult=0<br />
*time_to_live (float, optional, default 10)<br />
**this system's shots expire after this long regardless of range or whatever. Does not apply to BulletPattern stuff<br />
*shot_speed (int, optional, default 350)<br />
**how fast this system's shots go<br />
*shot_type (GameEntity name)<br />
*the name of the GameEntity data that should be used for the system's actual shots<br />
*special_bullet_patterns (comma-delimited list of bullet_pattern names, optional)<br />
*the names of the BulletPattern(s) this system can generate; if there's more than one a pattern is picked randomly from the list each time it needs one<br />
<br />
=== Cosmetic Stuff ===<br />
<br />
*sounds_on_shot_fired (comma-delimited strings list)<br />
**If this system fires a shot, or a shot pattern, then one of the sounds in the list will be played at random. Default "Shot_QuietTwoPart1,Shot_QuietTwoPart2".<br />
*min_ms_between_shot_fired_sounds (int, optional)<br />
**Some systems fire salvos of shots rather frequently, and so normally a 50ms delay between invocations of their sound effects is imposed. For some shots you may want a larger delay, though (seriously that’s a rapid-fire shot, then), or in other cases you may wish for silence, in which case you can put -1 (since sounds_on_shot_fired has a default value). Default 50.<br />
*shot_movement_particle (particle_pattern, optional)<br />
**shots emitted from this system emit this particle while moving<br />
*screen_flash_seconds_on_use, screen_flash_seconds_on_shot_detonation (both bools, optional)<br />
**makes the screen go white instantly on use or shot detonation (respectively), then fade to normal over X seconds<br />
*beam_particle (particle, optional) and beam_particle_distance_interval (int, optional)<br />
**makes the beam emit that particle at points X distance apart along its length<br />
<br />
=== Player-Only Weapon Stuff ===<br />
<br />
*flagship_ability_type (PlayerFlagshipAbilityType, optional)<br />
**basically this should either be DirectFireWeapon for player guns/abilities or left out<br />
*salvo_spread_responds_to_player_direction (bool, optional)<br />
**this system's shots fan out like the old TLF "spreadfire" weapon; targeting the angle to the cursor and fanning out more or less depending on range to the cursor<br />
*fires_one_shot_from_each_other_player_directed_system (bool, optional)<br />
**when this system fires, it actually fires one salvo per each of the player's main guns. This is used for the player's missile ability.<br />
*charge_per_second, charge_cap, and charge_add_to_multiply_per_point (all float, optional)<br />
**only works in conjunction with only_fires_on_keybind (not the on_release version, since this is inherently on-release)<br />
**only works in conjunction with requires_item_type, as that tells it what resource to pull it from (presumably energy, but you could use missiles or credits if you wanted)<br />
**as you hold down the key, the system charges by that amount per second, up to the cap or how much you've got (whichever is less)<br />
**when you release the key, if the total charge < 1, it just doesn't fire or cost you any of the resource<br />
**when you release the key, if the total charge >= 1, it fires normally but with the attack power of all the shots will be multiplied by 1f + (charge * charge_add_to_multiply_per_point)<br />
*shots_spawn_at_reticule (bool, optional)<br />
**makes the shot spawn at CalculateReticulePointForPlayerRightNow <br />
**if that's outside the room or in an indestructible within-room wall it tries to walk it back towards the player<br />
*shots_instantly_hit_all_enemies, shots_instantly_hit_all_non_boss_enemies (both bool, optional)<br />
**both cause the shots emitted by that system to instantly hit all enemies and disappear (so the shots will generally not ever be seen); they apply all the normal on-hit logic, modifier transfer, etc<br />
**the second excludes any enemy where BossType != None<br />
*instant_hit_all_includes_shootable_obstacles (bool)<br />
**works with shots_instantly_hit_all_enemies to also hit all shootable obstacles<br />
*shots_follow_the_reticule (bool, optional)<br />
**shots emitted this system are basically glued to the cursor/reticule, moving instantly to that location even if it goes into a wall<br />
<br />
=== Most Important Player-Item Stuff ===<br />
<br />
*related_item (string, optional)<br />
**This is required on any systems that can be dropped by the player (ammo items and consumables, basically). This tells what icon to show in the bottom of the screen, as well as what system to actually drop.<br />
*only_fires_on_keybind_release (KeyBind, optional)<br />
**the system only fires when the player presses and then releases this key; there's a ton of KeyBind values but the only one intended for this currently is ***HoldAndReleaseToFireMissile<br />
*only_fires_on_keybind (KeyBind, optional)<br />
**the system only fires when the player presses this key (doesn't wait for release); the only KeyBind values intended for this currently are:<br />
***UseEnergyBasedSystem<br />
***UseConsumableSystem<br />
*requires_item_type ([[Starward_Rogue:XML_-_Enum_Reference#InventoryItemType|InventoryItemType]], optional)<br />
**the system cannot fire unless the player has a certain amount (requires_item_amount) of this item type (Missile, etc)<br />
*requires_item_amount (float, optional)<br />
**the amount required by the previous flag's logic<br />
**you'll generally want to use int costs, but sometimes partial is necessary<br />
*is_player_main_weapon (bool, optional)<br />
**use this if this is a "the player's two main guns" weapon; like the starting miniguns (or whatever) or ones that the player can pick up along the way. This is so the game can properly swap them in and out on pickup.<br />
*disabled_if_zero_of_item ([[Starward_Rogue:XML_-_Enum_Reference#InventoryItemType|InventoryItemType]], optional)<br />
**if you've got none of that resource left, the system is considered disabled<br />
*consumes_all_required_item_on_use (bool, optional)<br />
**only works in conjunction with requires_item_type<br />
**after this system is used, all of that item is removed from the player's inventory (after whatever normal cost is associated)<br />
<br />
=== Other Weapon Stuff ===<br />
<br />
*ammo (int, optional)<br />
**how many shots until the system cannot fire anymore. Right now only used for consumables, with a max ammo of 1.<br />
*shots_per_salvo (int)<br />
**how many shots the system fires at once. If used with a BulletPattern, generates that pattern that many times.<br />
*one_shot_per_target (bool, optional)<br />
**if true, and shots_per_salvo > 1, will spread out its shots (not firing more than one at any target)<br />
*forced_angle_offsets (comma-delimited list of floats, optional)<br />
**the angles each shot in the salvo will travel at, relative to the angle to the target; useful for bursts without resorting to an all-up BulletPattern<br />
**you can use this with single-shot salvos, but if the angle is more than a degree or so that's basically "a gun that always misses"<br />
*hits_all_intersecting_targets (bool, optional)<br />
**beam-weapon only (that is, the shot type has the insta_fire flag). Makes this system's shots apply their full damage to everything on the line.<br />
*shot_destroys_other_shots (bool, optional)<br />
**this system's shots destroy enemy shots they touch during flight, but the system will not specifically try to target enemy shots<br />
*intercepts_other_shots (bool, optional)<br />
**similar to shot_destroys_other_shots, but the system will intentionally target enemy shots<br />
*shot_sticks_after_intercepting_another_shot (bool), shot_dies_after_intercepting_another_shot (bool)<br />
**normally intercepting a shot leaves the interceptor intact unless the other shot also destroys shots<br />
**with (sticks) the interceptor will remain, but will cease all normal movement<br />
**with (dies) the interceptor instantly dies, along with the thing it intercepted<br />
*damage_type ([[Starward_Rogue:XML_-_Enum_Reference#DamageType|DamageType]])<br />
*fires_salvos_sequentially (bool, optional)<br />
**this system will fire each shot in its salvo a short delay after the previous shot. Useful for strings of bullets without resorting to an all-up BulletPattern<br />
*shot_area_of_effect (int, optional)<br />
**this system's shots will damage everything (for full normal damage) within this distance of them when they're removed from the game<br />
*aoe_hits_friendly_targets (bool, optional, defaults TRUE)<br />
**this system's shots will damage even friendly targets with aoe<br />
*shot_is_not_stopped_by_hitting (bool, optional)<br />
**this shot passes through enemy ships, damaging them only once (even if they encounter them again later somehow), but able to damage more than one ship overall<br />
*shots_are_homing (bool, optional)<br />
**this system's shots will curve around to fly towards the target point/ship<br />
*shot_proximity_detonation_range (int, optional)<br />
**makes the ship die when a ship it could gets within X of a normal collision (so basically it's a collision check with X as an extra added into the range checks)<br />
**does not necessarily do on-hit logic to the thing triggering it; but it will check for aoe and only_fires_on_death systems<br />
*system_to_attach_to_shot (system, optional)<br />
**whenever this system emits a shot, that shot spawns with one of the specified systems (allowing shots that fire other shots, or have on-death explosions that create bullet patterns, or whatever)<br />
*shots_do_friendly_fire_after_time (float, optional)<br />
**so after one of its shots have been alive for X seconds, it can hit friendly stuff, and its aoe can hit friendly stuff (even if it doesn't have the friendly-fire aoe flag)<br />
*shot_damage_per_second_from_touching (float, optional)<br />
**creates an implicit melee-range system that is added to any shots systems of that type fire<br />
**copies the EntitiesMyShotsHit modifiers (if any) from this system-type to that implicit melee system-type<br />
*shots_rubber_band_to_starting_point (bool, optional)<br />
**now when the shot reaches the end of its range-to-live it doesn't scale out, it sets its destination point back to where it came from. When it reaches that point it then scales out<br />
*shots_rubber_band_to_firing_system (bool, optional)<br />
**similar, but rubber-bands back to the current location of the firing system (even as that system moves)<br />
*range_damage_scaling_floor, range_damage_scaling_ceiling (both float, optional) and range_damage_scaling_optimal_range (int, optional)<br />
**if the shot has traveled zero distance before the hit, it gets the floor multiplier<br />
**if the shot has traveled exactly the optimal distance when it hits, it gets the ceiling multiplier<br />
**if the shot has traveled >= 2 * optimal before the hit, it gets the floor multiplier<br />
**in the other cases, it linearly interpolates between the floor and ceiling<br />
**the multiplier is applied to the shot's attack power at the time it hits<br />
*range_speed_scaling_floor, range_speed_scaling_ceiling (both float, optional), and range_speed_scaling_optimal_range (int, optional)<br />
**same deal, except it multiplies the shot's speed at each sim-step according to the range travelled thus far<br />
*deflects_shots (bool, optional)<br />
**if a shot from this system collides with a hostile shot, it deflects that shot back on the opposite angle of its current travel<br />
**a shot cannot be deflected twice<br />
*deflects_shots_as_friendly_fire (bool, optional)<br />
**same deal, but also makes those shots be able to hit targets friendly to it<br />
*shots_knockback (int, optional)<br />
**ships hit by this are knocked back X distance units (if that would put them in a wall they don't go that far)<br />
*shots_knockback_on_firing_ship_to_target_ship_angle and shots_knockback_on_shot_to_target_ship_angle" to system (both bool, optional)<br />
**overrides the default logic of "shots_knockback pushes back on the angle the shot is travelling in"<br />
*shots_do_portion_of_current_health_as_damage (float, optional)<br />
**does X * the current hull health of the ship in damage, where X is between 0 and 1 (not 0 and 100; this is a multiplier, not a percent)<br />
*do_parallel_salvo_with_spacing (int, optional)<br />
**only meaningful if shots_per_salvo > 1<br />
**puts the first shot in the center like normal<br />
**puts the second shot at the specified distance to one side<br />
**puts the third shot at the specified distance to the other side<br />
**puts the fourth shot at twice the specified distance to the first side, and so on<br />
*salvo_angle_difference (int, optional)<br />
**only meaningful if shots_per_salvo > 1<br />
**the first shot has no change<br />
**the second shot gets angle + the specified amount (in degrees)<br />
**the third shot gets angle - the specified amount<br />
**the fourth shot gets angle + twice the specified amount, and so on<br />
*inaccuracy_spread (int, optional)<br />
**makes each shot emitted from the system get a random angle offset from -x to +x degrees<br />
*inaccuracy_is_by_salvo (bool, optional)<br />
**makes the previous apply to the salvo as a whole, not the individual shots<br />
*miss_penalty_percent (int, optional)<br />
**if a shot expires without hitting any entity, it does this percent (expressed as 0 to 100) of its normal damage (whatever it would have done to an enemy at that time) to the ship which fired it<br />
*spawns_entity (entity, optional)<br />
**when the system is triggered, an entity of this type is spawned at the location of the system<br />
*hull_health_siphon_portion (float, optional)<br />
**whenever shots emitted by this system do damage, X% (expressed as 0 to 1) of the damage done is also applied as healing to the firing ship's hull<br />
*shots_teleport_to_target_point (bool, optional)<br />
**whenever this system emits shots, those shots instantly teleport to the target point (whatever that is based on the system's targeting_logic and context)<br />
*shot_gravity_pull_per_second, shot_gravity_falloff_per_unit_distance (both floats, optional)<br />
**so if you had values of 100 and 0.2, then it would exert a pull on something up to 500 units away, where that pull is 20 at 400 distance, 40 at 300, 60 at 200, 80 at 100, etc<br />
*shot_gravity_affects_shots, shot_gravity_affects_friendlies (both bools, optional)<br />
**normally it only affects enemy ships; these change that<br />
*shot_gravity_has_repelling_effect (bool, optional)<br />
**makes the shot's gravity pull do a repulsion instead<br />
*drones_are_finite (bool), drones_are_guards (bool)<br />
**if has drones and fire_rate > 0, then every (fire_rate) seconds it picks a drone from this system's drone nodes<br />
**if finite, that "ball" is not returned to the random bag from which the drone type is picked; if there are no more items it just doesn't spawn more<br />
**if guards, the drones are spawned with FlockBehaviorType.Buddy and AIRelatedEntityID set to this system's parent ship<br />
*distance_threshold_modifiers_applied_to_nearby_entities (int)<br />
**only works in conjunction with modifiers with target=NearbyEntities<br />
**each sim-step, this entity checks for other entities within (distance) and copies these modifiers to those entities<br />
**because of the frequency of copying, all these modifiers should probably have do_not_stack<br />
**combined with a short duration (say, half a second), this imitates an effect (like movement slowing) that only lasts while this entity is in range and for a short time after<br />
*modifiers_applied_to_nearby_entities_can_target_allies (bool), modifiers_applied_to_nearby_entities_can_target_enemies (bool), modifiers_applied_to_nearby_entities_max_simultaneous_affected (int)<br />
**works in conjunction with target=NearbyEntities modifiers, targeting (allies|enemies), and if (max) > 0 it obeys that as well (preferring to keep affecting the ones it affected the previous check)<br />
<br />
=== AI-Only Weapon Stuff ===<br />
<br />
*targeting_logic (TargetingLogic)<br />
*firing_timing (FiringTiming, required if Category == Weapon)<br />
*range_do_not_fire_until (int, optional)<br />
**how close the system has to be to consider firing on a target<br />
*range_chases_until_within (int, optional)<br />
**how close the AI of the system's parent entity will try to get (generally it only checks the first system for this)<br />
*fires_from_any_range (bool, optional)<br />
**this system will consider targets out of range, and even fire at them<br />
*destroys_firing_entity (bool, optional)<br />
**makes the entity that fired it go boom<br />
*only_targets_damaged_ships (bool, optional)<br />
**only targets entities that have already been damaged<br />
*only_targets_nearest_ship (bool, optional)<br />
**only targets the nearest eligible target; probably only meaningful for a player familiar<br />
*only_fires_on_death (bool, optional)<br />
**used for self-destruct explosion "systems" like on the mines<br />
*requires_line_of_sight_of_player_to_fire (bool, optional)<br />
**this system has to be able to see the player (not going through obstacles) to be able to fire<br />
*line_of_sight_recalculation_interval (float, optional, default 0.2)<br />
**the most often (in seconds) this system will recompute l-o-s for the previous flag's logic<br />
*targets_entity_that_last_damaged_my_entity (bool, optional)<br />
**after it fires a salvo, the remembered last-damaged-by is cleared<br />
*shots_hitting_player_warp_responsible_entity_to_parent_entity (bool)<br />
**if a shot from this system hits the player, then the parent entity of this system is destroyed and the entity which spawned that parent entity (if any) instantly teleports to its location<br />
*shots_steal_credits (float), credit_drop_on_death_portion (float)<br />
**if a shot from this system hits the player, the player loses (shots_steal_credits) credits<br />
**if the parent entity of this system dies, then (credit_drop_on_death_portion ) * the credits stolen by this system are dropped on the ground<br />
*shots_die_instantly_at_boundary_direction (FourDirection), shots_die_instantly_at_boundary_distance_from_wall (int)<br />
**when shots from this system get within (distance) of the (direction) external room wall they instantly are removed from the game<br />
*attack_power_against_player<br />
**if a shot from this system hits the player instead, it acts as if this were the base attack power instead of the normal attribute<br />
**defaults to whatever attack_power is<br />
**this is internally implemented as a multiplier, since the base attack power of a shot is factored into the computation before the shot hits, and thus before it knows whether or not it will hit the player; but for the purpose of editing the xml this is in the same units as attack_power, rather than a percent or multiplier<br />
*shots_hit_friendlies_that_have_just_been_knocked_back (bool)<br />
**shots emitted by this system can hit friendlies that were knocked back in the past tenth of a second or so<br />
<br />
=== Oddities For Specific Player Items ===<br />
<br />
*energy_shield_damage_portion, energy_shield_conversion_multiplier (both float, optional)<br />
**the first is the percent of damage done to the parent entity that the conversion will try to apply to<br />
**the second is the cost in energy of each point of damage prevented, thus determining the max amount of damage that can actually be converted<br />
*shot_disintegration_speed_mult (float, optional).<br />
**Normally shots decay and shrink down in both size and damage dealt when they pass the end of their range or lifespan. This gives them a nice fade-out, but also increases the range somewhat based on the speed of the shot.<br />
**This multiplier lets you make this process of decay happen faster (>1) or slower (<1). A multiplier of 6 or more will make it almost instant, but without jolting out of existing unprofessionally. Default 1.<br />
*revives_parent_entity_with_hull_health_portion (float, optional)<br />
**whenever the parent system of this ship would normally die, its hull health is immediately set to X% (expressed as 0 to 1) of its max hull health<br />
*reveals_entire_map (bool)<br />
**when this system is triggered, the map of the current floor is fully revealed<br />
*reveals_room_types (List<[[Starward_Rogue:XML_-_Enum_Reference#RoomType|RoomType]]>)<br />
**when this system is triggered, all rooms on the current floor of the specified types are revealed<br />
*teleports_player_to_boss_room (bool)<br />
**when this system is triggered, if the player is not in the boss room, the player is teleported to a random door (not the one to the next floor) in the boss room.<br />
*teleports_player_to_unvisited_room_of_type ([[Starward_Rogue:XML_-_Enum_Reference#RoomType|RoomType]]), teleports_player_to_any_unvisited_room (bool)<br />
**when this system is triggered, if the current floor has any unrevealed rooms of this type (or any type, for the second field), the player is teleported to one (if none found, there's a chat log message)<br />
**if the new room is a secret room, any secret doors bordering the room are revealed<br />
**any locked doors bordering the room are unlocked<br />
*teleports_player_to_next_floor (bool)<br />
**when this system is triggered, the player is teleported to the next floor<br />
*scraps_and_regenerates_current_floor (bool)<br />
**when this system is triggered, the dungeon generates a new floor and replaces the current floor with it, then teleports the player to the beginning of the new floor<br />
*converts_from_item_type ([[Starward_Rogue:XML_-_Enum_Reference#InventoryItemType|InventoryItemType]]), converts_to_item_type ([[Starward_Rogue:XML_-_Enum_Reference#InventoryItemType|InventoryItemType]]), item_conversion_ratio (float)<br />
**when this system is triggered, it converts the player's (from) inventory to (to), at (ratio), until either the from supply is exhausted or the to inventory is full<br />
*makes_next_purchase_free (bool)<br />
**when this system is triggered, it sets a flag (which persists until dungeon exit or until you use it) that makes the next store purchase free<br />
*item_refund_chance (int), item_refund_portion (float), item_refund_cooldown (float), item_refund_requires_kill (bool)<br />
**when a shot emitted from this system hits (or kills) a ship, there's a % (chance, 1 to 100) that (portion, 0 to 1) of the required_item_type cost is refunded to the player inventory<br />
**cannot happen more often than (cooldown, default 0.3), tracked independently per system<br />
**portion can be negative, in which case it actually charges you extra on-hit or on-kill, which might be useful for something that's supposed to have a low cost to try but a higher cost to succeed<br />
**this is mainly for weapons with required_item_type=Energy, but Credits could work too, for a kind of very short-lived mercenary attack<br />
*shots_drift_towards_hostile_ships_range (int), shots_drift_towards_hostile_ships_speed (int)<br />
**shots fired by this system will move at (speed) towards hostile ships in (range), in addition to their normal movement<br />
**so not really homing, just kind of "magnetic"; whether it generates a collision depends a lot on the shot's speed and the magnetism strength<br />
*authorizes_when_parent_hit_by_enemy (bool, default true), authorizes_when_parent_hit_by_friend (bool)<br />
**works with firing_timing=WhenParentEntityHit and hitbox.on_hit_triggers_systems_of_type; if the entity triggering the authorization does not pass these flags it doesn't actually authorize the activation<br />
<br />
=== Spawning Stuff ===<br />
<br />
*spawns_entity_ship_category (ShipCategory)<br />
**similar to spawns_entity, but randomly picks from entity types with a matching ship_category<br />
*only_enabled_if_player_needs_missiles (bool)<br />
**if the player has any missiles, this system is disabled<br />
**if there are any missile pickups in the room, this system is disabled<br />
**if there are any enemies spawned by this system in the room, this system is disabled<br />
**if the room has already been won, this system is disabled<br />
*entities_spawned_by_this_always_drop (entity)<br />
**any entities spawned by this system will always drop the specified entity type on death<br />
*portion_attack_power_gain_per_my_portion_health_lost (float)<br />
**when this system emits a shos, the attack power of the shot is multiplied by 1 + (the portion of the system's parent entity health lost * this field)<br />
**so if this is 1, then as the parent entity's health approaches zero the attack power of newly emitted shots will approach twice what it would otherwise be<br />
*spawns_familiars (List<GameEntityTypeData>)<br />
**when this system is triggered, it spawns each of the listed entity types as familiars for the system's parent entity (works for players or enemies; the player ones will normally persist between rooms)<br />
*creates_x_item_pickups_nearby (int)<br />
**when this system is triggered, it spawns that many entities from ItemPool.RegularEnemyDrop near the player<br />
<br />
== Sub-Nodes ==<br />
<br />
==== drone ====<br />
<br />
specifies the entities that can spawn from this system; see drones_are_finite and drones_are_guards<br />
<br />
Attributes:<br />
<br />
*type (entity)<br />
**the type of entity to spawn<br />
*count (int)<br />
**if drones are finite, this is the number of this type of entity that can be spawned from this system. Otherwise this is just the relative frequency at which this type of entity will be spawned from this system.<br />
<br />
[[Starward_Rogue:Main#XML_Documentation|Starward Rogue XML Documentation Main]]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:XML_-_Modifier_Definitions&diff=27034Starward Rogue:XML - Modifier Definitions2015-11-24T05:34:42Z<p>Zogheen: Dominus Arbitrationis moved page Starward Rogue:XML - Modifier Definitions to Starward Rogue:Starward Rogue:XML - Modifier Definitions without leaving a redirect</p>
<hr />
<div><br />
== Overview ==<br />
<br />
Tons of stuff in the game can have modifiers that apply either to itself or to shots spawned by it or to its parent entity, etc. In XML, these are always sub-nodes and never top-level nodes on their own right, or in attributes.<br />
<br />
=== An example of a modifier===<br />
<br />
<pre><system name="GoldenBatBlueTriple"<br />
category="Weapon"<br />
shot_type="BulletPointedYellow"<br />
damage_type="Ballistic"<br />
attack_power="2" fire_rate=".2"<br />
range_actual="2000"<br />
shots_per_salvo="1" shot_speed="2"<br />
targeting_logic="Direct" firing_timing="AllTheTime"<br />
image_name="GoldenBatTurret" special_bullet_patterns="BlueTriple"<br />
><br />
<modifier target="MyShots" type="RicochetsOffTerrain"/><br />
</system></pre><br />
<br />
Specifically, this line:<br />
<br />
<pre><modifier target="MyShots" type="RicochetsOffTerrain"/></pre><br />
<br />
Says "apply the 'RicochetsOffTerrain' modifier to shots fired from the GoldenBatBlueTriple system".<br />
<br />
===Another example===<br />
<br />
<pre><entity name="SmallEnemy"<br />
category="Ship"<br />
display_name="Small Test Enemy"<br />
behavior="Attacker"<br />
speed="100"<br />
max_health="100"<br />
><br />
<system type="TestWeapon" offset="20,10" /><br />
<hitbox radius="32" /><br />
<periodic_movement_mode type="Reposition" related_point="10,5"><br />
<modifier type="MovementSpeed" math="Set" magnitude="1000" /><br />
</periodic_movement_mode><br />
</entity></pre><br />
<br />
Specifically, this line:<br />
<br />
<pre><modifier type="MovementSpeed" math="Set" magnitude="1000" /></pre><br />
<br />
Says "when SmallEnemy switches to its Reposition mode, its movement speed is set to 1000 for the duration of that mode".<br />
<br />
==Attributes of the modifier Node==<br />
<br />
*type ([[Starward_Rogue:XML_-_Enum_Reference#EntityModifierType|EntityModifierType]])<br />
**The hardcoded effect to use.<br />
*target (string)<br />
**Most contexts where you can put a modifier tag have more than one possible target for the modifiers, and target is how you specify which. The valid values of this vary from context to context, detailed later.<br />
*duration (float or special string, optional)<br />
**If left blank or set to zero or a negative number, the effect lasts forever (in the case of the player entity, the effect is removed when they leave the dungeon; no persisting effects between runs)<br />
**If set to a positive number, the effect lasts for that many seconds and then disappears<br />
**this may not mean much for some contexts, where the modifier is on a concept rather than on a specific entity or whatever; if you find that an effect is not elapsing when you want it to, let us know and we'll try to work out what's going on<br />
**If set to "room", lasts until the player leaves the room. If set on a non-player this acts like infinite duration.<br />
**If set to "floor", lasts until the player leaves the floor. If set on a non-player this acts like infinite duration.<br />
**If set to "UntilWoken", lasts until the entity is hit by something or until the player gets within wake_range AND is in line of sight<br />
**math ([[Starward_Rogue:XML_-_Enum_Reference#MathType|MathType]], required for some types, required to not be present for others)<br />
***Some [[Starward_Rogue:XML_-_Enum_Reference#EntityModifierType|EntityModifierType]]s require a number, and math tells the game how to use that number.<br />
*magnitude (float, required for some types, required to not be present for others)<br />
**Some [[Starward_Rogue:XML_-_Enum_Reference#EntityModifierType|EntityModifierType]]s require a number, and this is that number.<br />
related_item ([[Starward_Rogue:XML_-_Enum_Reference#InventoryItemType|InventoryItemType]], optional)<br />
**Right now only used for InventoryChangePerSecond, to specify which inventory item to affect.<br />
*requires_difficulty_at_least ([[Starward_Rogue:XML_-_Enum_Reference#DifficultyType|DifficultyType]], optional)<br />
**If the difficulty is set lower than the specified one, this modifier has no impact on the game.<br />
*requires_difficulty_at_most ([[Starward_Rogue:XML_-_Enum_Reference#DifficultyType|DifficultyType]], optional)<br />
**If the difficulty is set higher than the specified one, this modifier has no impact on the game<br />
*chance_out_of_100_to_copy (int, optional)<br />
**when copying this to an entity (for instance, when shots that apply a debuff to the things they hit), and this is > 0 and <= 100, there's only an X% chance that the modifier will actually be copied<br />
*damage_type ([[Starward_Rogue:XML_-_Enum_Reference#DamageType|DamageType]], required by things that require it)<br />
**only required by DamagePerSecond, for now<br />
*particle (particle_pattern, optional)<br />
**for modifiers actually on the entity's Modifiers list (so it was actually copied to it, not just applying due to some other rule), these are played during EmitOnMovementParticleEffects<br />
**this logic cannot result in the same NonSimEffectSpawningProfile playing more than once for that entity that frame from modifiers<br />
*do_not_stack (bool, optional)<br />
**only causes it to not-stack with other modifiers with the do_not_stack flag<br />
**if an effect is being copied to an entity, and that entity has another modifier of the same type (and related damage type, etc), and with this flag, then if this modifier has >= the duration and >= the magnitude it will replace the other modifier, otherwise it won't copy over<br />
*probation_type ([[Starward_Rogue:XML_-_Enum_Reference#EntityModifierProbationType|EntityModifierProbationType]])<br />
**if this is a modifier that has been copied to the player or a player system, and the probation type is violated, this modifier is immediately removed<br />
**if you have any probationary buffs, they're listed below the top HUD numbers<br />
*probation_ends_at_room_change (bool), probation_ends_at_floor_change (bool)<br />
**if this is a modifier that has been copied to the player or a player system, and the end condition (leave room or leave floor) is met, this modifier's probation_type is removed, rendering it permanent (unless you set duration, which will work normally)<br />
<br />
==Contexts In Which You Can Use A Modifier Tag ==<br />
<br />
=== GameEntity ===<br />
<br />
Valid targets:<br />
<br />
*MyShots<br />
**Shots generated by my systems.<br />
*OnPickupGrantToPlayer<br />
**Only makes sense for ItemPickup entities. When this entity is picked up by the player it puts these modifiers on the player.<br />
*OnPickupGrantToPlayer_FirstSystem<br />
**Only makes sense for ItemPickup entities. When this entity is picked up by the player it puts these modifiers on the player's first main gun.<br />
*OnPickupGrantToPlayer_SecondSystem<br />
**Only makes sense for ItemPickup entities. When this entity is picked up by the player it puts these modifiers on the player's second main gun.<br />
*Self<br />
**Whenever an entity of this type is created (whether it's a ship being seeded or a shot being spawned), these modifiers are copied to that new entity.<br />
<br />
=== periodic_movement_mode ===<br />
<br />
Don't specify a target for these, there's only one: applies to the entity in the mode, while the mode lasts.<br />
<br />
=== EntitySystem ===<br />
<br />
Valid targets:<br />
<br />
*MyShots<br />
**Shots generated by this system.<br />
*MyParentEntity<br />
**The entity carrying this system. Useful for an energy-based or consumable system picked up from an ItemPickup; if you want to make something that drains energy to increase your movement speed or whatever.<br />
*EntitiesMyShotsHit<br />
**whenever a shot spawned by this system hits a ship, it copies all its modifiers with this target to that ship<br />
*OnUse_ParentEntity<br />
**whenever this system is used, these modifiers are copied to the parent entity<br />
*MyParentEntityMainGunShots<br />
**whenever the ship fires its main guns, and this system is not disabled, these modifiers are copied to the emitted shots<br />
*NearbyEntities<br />
**see distance_threshold_modifiers_applied_to_nearby_entities<br />
<br />
=== bullet (inside bullet_pattern)===<br />
<br />
Valid targets:<br />
<br />
*Self<br />
**Applies to any shots using this bullet tag's data.<br />
<br />
[[Starward_Rogue:Main#XML_Documentation|Starward Rogue XML Documentation Main]]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:XML_-_BulletPattern_Definitions&diff=27033Starward Rogue:XML - BulletPattern Definitions2015-11-24T05:34:34Z<p>Zogheen: Dominus Arbitrationis moved page Starward Rogue:XML - BulletPattern Definitions to Starward Rogue:Starward Rogue:XML - BulletPattern Definitions without leaving a redirect</p>
<hr />
<div><br />
== Overview ==<br />
<br />
Unlike the other things being read in (GameEntity, EntitySystem, etc) this is more of a programming language than a chunk of data. That is, it's imperative as much as it is descriptive.<br />
<br />
It's also different in that it relies heavily on template "variables" to avoid duplicating a lot of xml when you want your bullets to do the same or similar thing a lot.<br />
<br />
===Here's an example usage:===<br />
<br />
====In a file in Configuration/EntitySystem/====<br />
<br />
<pre><br />
<system name="TestWeapon"<br />
category="Weapon"<br />
shot_type="BulletPointedYellow"<br />
damage_type="Ballistic"<br />
attack_power="40"<br />
fire_rate="3"<br />
range_actual="500"<br />
shots_per_salvo="1"<br />
targeting_logic="Lead"<br />
firing_timing="AllTheTime"<br />
special_bullet_patterns="TestVariablePattern"<br />
><br />
</system></pre><br />
<br />
====And in a file in Configuration/BulletPattern/====<br />
<br />
<pre><br />
<bullet_pattern name="TestVariablePattern"><br />
$TestOuterVar SPEED=500<br />
</bullet_pattern></pre><br />
<br />
====And in a file in Configuration/BulletPatternVariables/====<br />
<br />
<pre><br />
<var name="TestOuterVar"><br />
<bullet angle="0" speed="0"><br />
<loop iterations="5"><br />
<spawn><br />
<bullet_pattern><br />
$TestInnerVar A1=45 A2=-45<br />
$TestInnerVar A1=-45 A2=45<br />
</bullet_pattern><br />
</spawn><br />
<wait time="0.1" /><br />
</loop><br />
<die /><br />
</bullet><br />
</var><br />
<br />
<var name="TestInnerVar"><br />
<bullet angle="[A1]" speed="[SPEED]" shot_type="BulletBentEnergyRed"><br />
<wait time="0.5" /><br />
<loop iterations="5"><br />
<change angle="[A2]" time="0.0001" /><br />
<wait time="1" /><br />
<change angle="[A1]" time="0.0001" /><br />
<wait time="1" /><br />
</loop><br />
<die /><br />
</bullet><br />
</var></pre><br />
<br />
====Now let's trace what's going on:====<br />
<br />
Massively more confusing than the examples of the data-chunk files, right? Well, welcome to the neighborhood, it's at least as bad as it sounds.<br />
<br />
*There's a system (TestWeapon) with special_bullet_patterns="TestVariablePattern" . This tells it to ignore a lot of its normal firing logic and instead "do whatever that pattern tells you" whenever it fires.<br />
*In TestVariablePattern's definition, it references the template "TestOuterVar" and passes in the value "500" for the parameter "SPEED"<br />
**the 500 could have been hardcoded later on, but this allows multiple patterns to use this behavior with different bullet velocities without extra copy-and-paste<br />
*In TestOuterVar's definition, it:<br />
**creates a single "starter" bullet with no velocity (it's still visible in this example, but that's probably not desirable), which does the following five times:<br />
***spawn another bullet pattern, whose description references the template "TestInnerVar" twice, each time with different parameter values for A1 and A2<br />
****Again, the angles could have been hardcoded, but then the code in TestInnerVar would have to be written twice: once for each different set of values. Code duplication is the enemy!<br />
***waits a tenth of a second (before going back to the beginning of the loop)<br />
**and then the starter bullet dies<br />
*In TestInnerVar's definition, it:<br />
**creates a BulletBentEnergyRed bullet with angle = A1 and speed = SPEED (note: TestOuterVar doesn't have to pass SPEED in, that's already defined), which then:<br />
***travels at that course and speed for half a second<br />
***changes angle to A2 (instantly, that's the time="0.0001"<br />
***travels at that course and speed for a full second<br />
***changes back to A1<br />
***travels at that course and speed for a full second<br />
***switches back and forth four more times<br />
***dies<br />
<br />
The overall result is that it fires two strings of bullets 45 degrees on either side of the line to the target, and the lines "crisscross" five times before disappearing.<br />
<br />
'''IMPORTANT NOTE:''' the use of the template variables was completely optional and has no bearing on the actual xml schema: those just cause a bunch of text replacement when the xml is being read in. Here's how the file in Configuration/BulletPattern/ would have looked without any template vars, and also the actual xml text that the game would have _seen_ in the main parsing in the TestVariablePattern case:<br />
<br />
<pre><bullet_pattern name="TestVariablePattern"><br />
<bullet angle="0" speed="0"><br />
<loop iterations="5"><br />
<spawn><br />
<bullet_pattern><br />
<bullet angle="45" speed="500" shot_type="BulletBentEnergyRed"><br />
<wait time="0.5" /><br />
<loop iterations="5"><br />
<change angle="-45" time="0.0001" /><br />
<wait time="1" /><br />
<change angle="45" time="0.0001" /><br />
<wait time="1" /><br />
</loop><br />
<die /><br />
</bullet><br />
<bullet angle="-45" speed="500" shot_type="BulletBentEnergyRed"><br />
<wait time="0.5" /><br />
<loop iterations="5"><br />
<change angle="45" time="0.0001" /><br />
<wait time="1" /><br />
<change angle="-45" time="0.0001" /><br />
<wait time="1" /><br />
</loop><br />
<die /><br />
</bullet><br />
</bullet_pattern><br />
</spawn><br />
<wait time="0.1" /><br />
</loop><br />
<die /><br />
</bullet><br />
</bullet_pattern></pre><br />
<br />
== Node Types and Attributes ==<br />
<br />
=== var ===<br />
<br />
this is a template variable that can be referenced elsewhere to save effort. Can only be defined in files in Configuration/BulletPatternVariables/<br />
<br />
===== attributes =====<br />
*name (string)<br />
** must be unique, this is how it's referenced<br />
<br />
===== sub-node(s) =====<br />
* any<br />
** the game just basically copy-and-pastes it into whatever referenced it, after replacing any parameter names (enclosed in square brackets) with their values in that context<br />
<br />
===== IMPORTANT NOTE =====<br />
the syntax for referencing a variable is to have:<br />
<br />
*a $ as the first non-whitespace on a line<br />
*followed immediately by the name of the variable<br />
*followed by zero or more:<br />
**one space<br />
**followed immediately by a parameter name (alpha-numeric, starts with a letter)<br />
**followed immediately by an equal sign<br />
**followed immediately by the parameter value (alpha-numeric, most symbols probably work, no spaces)<br />
<br />
=== bullet_pattern ===<br />
this is the main thing being defined, but the node can also be used within a bullet's spawn sub-node<br />
<br />
===== attributes =====<br />
<br />
*name (string, required unless this is within a spawn node)<br />
**Must be unique across all BulletPattern's being loaded by the game<br />
<br />
===== sub-node(s) =====<br />
* bullet<br />
<br />
=== bullet ===<br />
this is the main point of defining anything, and corresponds to a single GameEntity spawned by the firing system<br />
<br />
===== attributes =====<br />
<br />
*angle (float)<br />
**the angle of the shot's initial course, relative to the angle to the target (or to the angle of the shot spawning this, if this is a nested pattern)<br />
*speed (float)<br />
**the speed of the shot's initial course<br />
*dumbfire (bool, optional)<br />
**the shot's initial angle is relative to the firing ship's rotation, rather than to the angle to the target<br />
*shot_type (GameEntity name, optional)<br />
**if set, makes this shot this entity type, rather than whatever the system normally produces<br />
*damage_type ([[Starward_Rogue:XML_-_Enum_Reference#DamageType|DamageType]], optional)<br />
**if set, makes this shot do this kind of damage, rather than what the system specifies<br />
*interval_mult (int, optional)<br />
**if > 1, makes the pattern only do this bullet every N times. So if it this is 3 then this bullet entry will be processed on the system's 1st firing, 4th firing, 7th firing, etc<br />
*requires_difficulty_at_least ([[Starward_Rogue:XML_-_Enum_Reference#DifficultyType|DifficultyType]], optional)<br />
**If the difficulty is set lower than the specified one, this bullet does not fire.<br />
*requires_difficulty_at_most ([[Starward_Rogue:XML_-_Enum_Reference#DifficultyType|DifficultyType]], optional)<br />
**If the difficulty is set higher than the specified one, this bullet does not fire.<br />
*damage_mult (float, optional)<br />
**multiplies the damage done by the shot<br />
*behavior ([[Starward_Rogue:XML_-_Enum_Reference#FlockBehaviorType|FlockBehaviorType]], optional)<br />
**makes the shot use the designated behavior, for example PathfindingAttacker, instead of normal shot movement logic; note that this will tend to override any angle/etc setting in the pattern<br />
*requires_parent_scale_less_than_or_equal_to (float, optional)<br />
**if the firing entity's scale (visual size multiplier) is currently greater than this, the bullet entry is not processed<br />
*requires_parent_scale_greater_than_or_equal_to (float, optional)<br />
**if the firing entity's scale is currently less than this, the bullet entry is not processed<br />
*requires_parent_health_percent_less_than_or_equal_to (float, optional)<br />
**if the firing entity's health percent (expressed between 0 and 100) is greater than this, the bullet entry is not processed<br />
*requires_parent_health_percent_greater_than_or_equal_to (float, optional)<br />
**if the firing entity's health percent (expressed between 0 and 100) is less than this, the bullet entry is not processed<br />
*requires_firing_system_range_to_player_less_than_or_equal_to (float, optional)<br />
**if the firing entity's range to the player is greater than this, the bullet entry is not processed<br />
*requires_firing_system_range_to_player_greater_than_or_equal_to (float, optional)<br />
**if the firing entity's range to the player is less than this, the bullet entry is not processed<br />
*is_invisible_and_does_not_collide_with_ships (bool, optional)<br />
**the shot does not render and does not collide with ships; still moves normally and can collide with terrain<br />
***this would be useful for a bullet that should spawn something when it either expires from duration or hits a wall<br />
*on_death_ability_explosion_radius (int, optional)<br />
**if > 0, the size of the shot-clearing pulse when this shot is removed from the game<br />
*spawns_offset_from_firing_entity (ArcenPoint, optional)<br />
**sets the origin of the shot relative to the center of the firing entity. Primarily useful for quasi-melee weapons<br />
*moves_with_firing_entity (bool, optional)<br />
**the shot maintains its position relative to the firing entity, as that entity moves around. Primarily useful for quasi-melee weapons<br />
*rotates_around_firing_entity (bool, optional)<br />
**the shot rotates with the firing entity, combined with the previous flag it updates its position to also stay constant relative to the firing ship's central axis (so if it's to the upper right, and you do a 180, it will be to the lower left on the screen)<br />
<br />
===== sub-node(s) =====<br />
<br />
* modifier, wait, die, change, spawn, spawn_entity, loop<br />
<br />
Note: all of these except "modifier" are "actions", and happen in sequence after the shot's creation. "modifier" nodes can be anywhere in the list, but their order is not significant (for consistency please put them all at the top of the node body, above all actions)<br />
<br />
=== wait ===<br />
<br />
this just makes the shot continue whatever it was doing for a certain period of time before proceeding to the next action<br />
<br />
===== attributes =====<br />
<br />
* time (float)<br />
**seconds until the bullet moves to the next step<br />
<br />
=== die ===<br />
this makes the shot go away<br />
<br />
===== attributes =====<br />
<br />
* instant (bool, optional)<br />
** if set, the bullet disappears instantly when it hits this step. Otherwise it starts the scaling-down process that removes it shortly thereafter.<br />
<br />
=== change===<br />
this changes some aspect of the shot's movement, often doing that over a period of time.<br />
<br />
===== attributes =====<br />
<br />
* time (float)<br />
**how long the change takes, in seconds. During the change the shot will interpolate (lerp) between its state at the beginning of the change and the target state<br />
***a value of 0.001 can be used for "instant" changes<br />
*time_rand (two floats separated by a comma, optional)<br />
**the random component for the time attribute<br />
***so if you have <change time="4" time_rand="-1,1" /> then the change will actually take some time between 3 and 5 seconds<br />
*relative (bool or special string, optional)<br />
**if this is "ToPlayer" then the angle is set relative to the angle to the player at the beginning of this change<br />
***this doesn't make sense combined with changes other than angle<br />
**if this is "true" then all changes in this action are considered relative to the shot's state at the beginning of the action. That way you can speed up by 10 by just putting speed="10" rather than computing it in your head while writing the pattern<br />
*speed (float, optional)<br />
**the target speed (or delta, if relative is true)<br />
*speed_rand (two floats separated by a comma, optional)<br />
**the random component for the speed attribute<br />
*angle (float, optional)<br />
**the target angle (or delta, if relative is true)<br />
*angle_rand (two floats separated by a comma, optional)<br />
**the random component for the angle attribute<br />
*offset_from_parent (ArcenPoint, optional)<br />
**the target offset from the parent (or delta, if relative is true), useful with on bullet entries with the moves_with_firing_entity flag when making quasi-melee weapons swing around<br />
<br />
=== spawn===<br />
<br />
this creates more shots<br />
<br />
===== sub-node(s) =====<br />
<br />
* must contain ''exactly'' one bullet_pattern node<br />
<br />
=== spawn_entity===<br />
this creates something... anything really, though the game will get really weird if you spawn another player-type hull or something like that<br />
<br />
===== attributes =====<br />
<br />
* name (GameEntity type name)<br />
**the name of the entity type to spawn<br />
*spawn_at_parent (bool, optional)<br />
**the entity will spawn at the firing ship's location; otherwise it spawns at the shot's current location<br />
<br />
=== loop ===<br />
this makes the shot do the same thing multiple times in a row, without you having to repeat yourself. Code duplication is the enemy!<br />
<br />
===== attributes =====<br />
<br />
*iterations (int)<br />
** the number of times to perform the body<br />
<br />
===== sub-node(s) =====<br />
<br />
* wait, die, change, spawn, spawn_entity, loop<br />
<br />
[[Starward_Rogue:Main#XML_Documentation|Starward Rogue XML Documentation Main]]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:XML_-_TilesetBackground_Definitions&diff=27032Starward Rogue:XML - TilesetBackground Definitions2015-11-24T05:34:29Z<p>Zogheen: Dominus Arbitrationis moved page Starward Rogue:XML - TilesetBackground Definitions to Starward Rogue:Starward Rogue:XML - TilesetBackground Definitions without leaving a redirect</p>
<hr />
<div>For each directory in Images/Tilesets/ (for example, BlueShip), a Tileset is created. Inside each of those is a Starfields/ directory. This has 1 or more *.xml files, and each of those *.xml files contain 1 or more "definition" nodes, and each of those nodes is a background that can be used for that tileset (either in an interior, or in an open space area, respectively).<br />
<br />
=== "definition" nodes ===<br />
<br />
These are the attributes of a "definition" node:<br />
<br />
* name (string)<br />
** just a way to uniquely refer to the record, must be unique across all the files in that directory<br />
*backplate (string)<br />
**the filename (without extension) of the backplate image, relative to the directory this .xml file is in<br />
*backplate_distance (int)<br />
**if this is <= 100, the background moves at the same "speed" as the player, in reverse<br />
**if this is >= 10000, the background moves at 1/1000th the speed of the player, in reverse; this is effectively stationary visually<br />
**if this is between those numbers, the speed multiplier is linearly intepolated (so 2500 is about 3/4 as fast, 5000 is about 1/2 as fast, etc)<br />
*backplate_shader ([[Starward_Rogue:XML_-_Enum_Reference#ShaderType|ShaderType]], default Normal)<br />
**the shader used to draw the backplate<br />
**default Normal<br />
*backplate_hue (float, default do-not-use)<br />
**the hue shift used to draw the backplate<br />
** valid values between 0 to 1<br />
**note: the shader must be set to HSV or HSVAdditive for this to have any effect<br />
** backplate_is_fulscreen_immobile (bool)<br />
*** when true, the backplate is assumed to be a 1920x1080 image that fills the entire back of the screen and does not move.<br />
<br />
==== sub-node type: "parallax_object" ====<br />
concept: a background image seeded when the room is created; stationary except for parallax-shift<br />
<br />
*images (comma-delimited list of strings)<br />
**the filenames (without extensions) of the images, relative to the directory this .xml file is in, which can be randomly picked from for this type of object<br />
*min_seed_count (int), max_seed_count(int)<br />
**the number of objects of this type that will be put in the background of any given room using this TilesetBackground.<br />
**actual number is rolled randomly for the room when it is generated<br />
*min_distance (int), max_distance (int)<br />
**similar to backplate_distance, but for the individually seeded parallax object.<br />
**actual number is rolled randomly for the individual object when it is generated<br />
*shader ([[Starward_Rogue:XML_-_Enum_Reference#ShaderType|ShaderType]], default Normal)<br />
**the shader used to draw the objects of this type<br />
**default Normal<br />
*hue (float, default do-not-use)<br />
**the hue shift used to draw the objects of this type<br />
** valid values between 0 to 1<br />
**note: the shader must be set to HSV or HSVAdditive for this to have any effect<br />
* diffuse (3 or 4 ints from 0-255 each, representing either RGB or ARGB)<br />
** sets the color, and/or the transparency, or the object.<br />
** for instance, if you wanted a normally-colored but half-transparent object, you would set diffuse="128,255,255,255"<br />
*x_anchors_left (bool)<br />
**whether the x offset (if any) is relative to the left of the screen, or the right<br />
*y_anchors_top (bool)<br />
**whether the y offset (if any) is relative to the top of the screen, or the bottom<br />
*min_x_offset (int), max_x_offset (int), min_x_offset_percent (int), max_x_offset_percent (int)<br />
**the x offset for each individual object is randomly rolled by these when it is generated<br />
**if percent is defined, the non-percent variants are ignored; percent is from 1 to 100 and refers to percent of screen width<br />
*min_y_offset (int), max_y_offset (int), min_y_offset_percent (int), max_y_offset_percent (int)<br />
**similar to the x ones, but for the y axis<br />
*stretches_from_top_to_bottom (bool)<br />
**whether the object should be UV tiled from the top to the bottom of the screen<br />
**causes the y offsets to be ignored<br />
*stretches_from_left_to_right (bool)<br />
**whether the object should be UV tiled from the left to the right of the screen<br />
**causes the x offsets to be ignored<br />
* stretching_is_clamped_instead_of_repeat (bool)<br />
** normally when something is stretched, it's actually repeating the pattern in a tiling fashion. However, with this on it will stretch the image instead.<br />
* simple_anchoring_on_screen (AnchorLocation, optional)<br />
** if set to a value, then it will cause the game to draw this object in screen coordinates and move it relative to that position on the screen as the parallax offset shifts.<br />
<br />
==== sub-node type: "parallax_flyby" ====<br />
concept: a background image created outside the viewport during gameplay, moves either vertically or horizontally across the background (visual position also being parallax-shifted) until it leaves the viewport and disappears<br />
<br />
* image_dictionaries (comma-delimited list of strings)<br />
**the filenames (without extensions) of the image dictionaries, relative to the directory this .xml file is in, which can be randomly picked from for this type of object<br />
*min_distance (int), max_distance (int)<br />
**similar to backplate_distance, but for the individually seeded parallax object.<br />
**actual number is rolled randomly for the individual object when it is generated<br />
*shader ([[Starward_Rogue:XML_-_Enum_Reference#ShaderType|ShaderType]], default Normal)<br />
**the shader used to draw the objects of this type<br />
**default Normal<br />
*hue (float, default do-not-use)<br />
** valid values between 0 to 1<br />
**note: the shader must be set to HSV or HSVAdditive for this to have any effect<br />
**the hue shift used to draw the objects of this type<br />
* diffuse (3 or 4 ints from 0-255 each, representing either RGB or ARGB)<br />
** sets the color, and/or the transparency, or the object.<br />
** for instance, if you wanted a normally-colored but half-transparent object, you would set diffuse="128,255,255,255"<br />
*min_seconds_between_spawns (float), max_seconds_between_spawns (float)<br />
**after each spawn a number is rolled between these to determine how long until checking for another spawn of this type<br />
*population_cap (int)<br />
**if there are already this many flybys of this type current flying for this room, it can't spawn another<br />
*moves_horizontally (bool)<br />
**whether flybys of this type should move horizontally instead of vertically<br />
**if false, the flyby starts at the top of the screen, otherwise it starts at the left<br />
*movement_speed (int)<br />
**the speed of this flybys movement<br />
**this is in pixels per second, relative to a <= 100 distance and a fully zoomed-in viewport; if the distance is greater or there's any zoom out the visual movement will be slower than that<br />
**if this is negative, the flyby starts at the bottom or right (respectively) of the screen and flies in the opposite direction than if it were positive<br />
*other_axis_anchors_left_or_top (bool)<br />
**whether the offset on the non-movement axis (so if moves_horizontally is true, this applies to the vertical offset) is anchored to the left/top (respectively) or the right/bottom<br />
*min_offset_on_other_axis (int), max_offset_on_other_axis (int), min_offset_percent_on_other_axis (int), max_offset_percent_on_other_axis (int)<br />
**similar to parallax_object's min_x_offset and such attributes, but again applying to the non-movement axis<br />
<br />
[[Starward_Rogue:Main#XML_Documentation|Starward Rogue XML Documentation Main]]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:XML_-_Tutorial_Definitions&diff=27031Starward Rogue:XML - Tutorial Definitions2015-11-24T05:34:12Z<p>Zogheen: Dominus Arbitrationis moved page Starward Rogue:XML - Tutorial Definitions to Starward Rogue:Starward Rogue:XML - Tutorial Definitions without leaving a redirect</p>
<hr />
<div>Each .xml file in the Configuration/Tutorials/ directory is parsed, and each child of the root node is read as a separate tutorial.<br />
<br />
Each of those nodes will have 1 or more "phase" nodes, and each phase corresponds to a single room that is run in a way very similar to a test chamber<br />
<br />
== main nodes ==<br />
<br />
*name<br />
**the internal name the game will remember this tutorial by; if someone beats the tutorial and this name is later changed, the game will think it's a new (unbeaten) tutorial<br />
*display_name<br />
**the name that will be shown on the tutorial list to the player<br />
*end_message<br />
**the message shown to the player when this entire tutorial is successfully completed<br />
<br />
== tutorial sub-node type: phase ==<br />
<br />
the contents of this node (between the > and the <, so not including the attributes and the tag itself) will be parsed as a test chamber script when the phase is started<br />
<br />
since the parsing doesn't happen until later, those contents will not be error-checked during the loading of the game<br />
<br />
*starting_message<br />
**the message shown to the player when this phase is started<br />
**this also shows on the escape menu's bottom-right info block during this phase<br />
<br />
[[Starward_Rogue:Main#XML_Documentation|Starward Rogue XML Documentation Main]]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheenhttps://wiki.arcengames.com/index.php?title=Starward_Rogue:Main&diff=27030Starward Rogue:Main2015-11-24T05:27:51Z<p>Zogheen: Dominus Arbitrationis moved page Starward Rogue:Starward Rogue:Main to Starward Rogue:Main without leaving a redirect</p>
<hr />
<div>Starward Rogue is under development by Arcen Games projecting a January 2016 release. It is a procedurally-generated roguelike-ish kinda-space-based dungeon-y crawlerish can-be-twin-stick-or-keyboard+mouse definitely-shooter. Wow we need to get better at describing this thing.<br />
<br />
== Version History ==<br />
* [[Starward Rogue:Early Alpha Release Notes]]<br />
<br />
<center><br />
<br />
== Hello to all you alphafolk! ==<br />
<br />
Welcome! Feel free to add information about SR that'll be useful for other players, that will improve the wiki's coverage of the game, or that you just like to add. Registration is optional. Don't worry that you might break things on the way, the wiki keeps full records of changes and things can be fixed later. Right now, the priority is getting something useful.<br />
<br />
You can ask - or answer - any questions on [[Starward Rogue:Main|this page's talk page]]. Also feel free to ask for help in editing, tell us what things have kept you from editing, point out issues that the place is having, or suggest new content even if you're not the one adding it yourself. </center><br />
<br />
== XML Documentation ==<br />
<br />
Modding is a big part of the game's capabilities, but even more than for modding this is used for actually scripting ALL of the enemies and bullets and whatnot for the game. So having some solid documentation on it that everyone can access is pretty important. If you're not going to mod or develop the game, you don't need any of this, though!<br />
<br />
* [[Starward Rogue:XML - Overall Organization]]<br />
* [[Starward Rogue:XML - GameEntity Definitions]]<br />
* [[Starward Rogue:XML - Modifier Definitions]]<br />
* [[Starward Rogue:XML - EntitySystem Definitions]]<br />
* [[Starward Rogue:XML - BulletPattern Definitions]]<br />
* [[Starward Rogue:XML - TilesetBackground Definitions]]<br />
* [[Starward Rogue:XML - Tutorial Definitions]]<br />
* [[Starward Rogue:XML - PeriodicMovementModeType Definitions]]<br />
* [[Starward Rogue:XML - Enum Reference]]<br />
<br />
==Links==<br />
*[https://www.arcengames.com/forums/index.php/topic,18148.0.html Alpha instructions]<br />
*[http://www.arcengames.com/mantisbt/my_view_page.php Mantis tool for bugs and feedback]<br />
*[https://www.arcengames.com/forums/index.php/board,111.0.html Forum]<br />
*[https://docs.google.com/document/d/1-1qZwyf-T2Ym0c1LMk5Fk6Y79ztO2YFKWc0-oVe0ENg/edit XML Documentation]<br />
<br />
[[Category:Starward Rogue]]</div>Zogheen